mesa: another fix for program/texture state validation
This fixes a regression introduced in 46ae1abbac
Break program validation into two steps, do part before texture state
validation and do the rest after:
1. Determine Vertex/Fragment _Enabled state.
2. Update texture state.
3. Determine pointers to current Vertex/Fragment programs (which may involve
generating new "fixed-function" programs).
See comments in the code for more details of the dependencies.
This commit is contained in:
@@ -173,13 +173,16 @@ update_arrays( GLcontext *ctx )
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}
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/**
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* Update the following fields:
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* ctx->VertexProgram._Enabled
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* ctx->FragmentProgram._Enabled
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* ctx->ATIFragmentShader._Enabled
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* This needs to be done before texture state validation.
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*/
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static void
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update_program(GLcontext *ctx)
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update_program_enables(GLcontext *ctx)
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{
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const struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
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const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
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const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
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/* These _Enabled flags indicate if the program is enabled AND valid. */
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ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
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&& ctx->VertexProgram.Current->Base.Instructions;
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@@ -187,6 +190,25 @@ update_program(GLcontext *ctx)
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&& ctx->FragmentProgram.Current->Base.Instructions;
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ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled
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&& ctx->ATIFragmentShader.Current->Instructions[0];
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}
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/**
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* Update vertex/fragment program state. In particular, update these fields:
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* ctx->VertexProgram._Current
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* ctx->VertexProgram._TnlProgram,
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* These point to the highest priority enabled vertex/fragment program or are
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* NULL if fixed-function processing is to be done.
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*
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* This function needs to be called after texture state validation in case
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* we're generating a fragment program from fixed-function texture state.
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*/
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static void
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update_program(GLcontext *ctx)
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{
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const struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
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const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
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const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
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/*
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* Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
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@@ -429,6 +451,7 @@ _mesa_update_state_locked( GLcontext *ctx )
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if (MESA_VERBOSE & VERBOSE_STATE)
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_mesa_print_state("_mesa_update_state", new_state);
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/* Determine which state flags effect vertex/fragment program state */
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if (ctx->FragmentProgram._MaintainTexEnvProgram) {
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prog_flags |= (_NEW_TEXTURE | _NEW_FOG | _DD_NEW_SEPARATE_SPECULAR);
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}
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@@ -438,8 +461,13 @@ _mesa_update_state_locked( GLcontext *ctx )
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_NEW_FOG | _NEW_LIGHT |
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_MESA_NEW_NEED_EYE_COORDS);
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}
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/*
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* Now update derived state info
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*/
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if (new_state & prog_flags)
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update_program( ctx );
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update_program_enables( ctx );
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if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
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_mesa_update_modelview_project( ctx, new_state );
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@@ -500,6 +528,8 @@ _mesa_update_state_locked( GLcontext *ctx )
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if (new_state & _MESA_NEW_NEED_EYE_COORDS)
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_mesa_update_tnl_spaces( ctx, new_state );
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if (new_state & prog_flags)
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update_program( ctx );
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/*
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* Give the driver a chance to act upon the new_state flags.
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