ARB prog: get frag prog texture info from the right place
This gets basic texturing working. w00t!
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@@ -3971,11 +3971,11 @@ _mesa_parse_arb_fragment_program(GLcontext* ctx, GLenum target,
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program->Base.InputsRead = prog.InputsRead;
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program->Base.InputsRead = prog.InputsRead;
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program->Base.OutputsWritten = prog.OutputsWritten;
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program->Base.OutputsWritten = prog.OutputsWritten;
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for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++) {
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for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++) {
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program->Base.TexturesUsed[i] = state.fragment.TexturesUsed[i];
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program->Base.TexturesUsed[i] = prog.TexturesUsed[i];
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if (state.fragment.TexturesUsed[i])
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if (prog.TexturesUsed[i])
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program->Base.SamplersUsed |= (1 << i);
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program->Base.SamplersUsed |= (1 << i);
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}
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}
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program->Base.ShadowSamplers = state.fragment.ShadowSamplers;
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program->Base.ShadowSamplers = prog.ShadowSamplers;
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switch (state.option.Fog) {
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switch (state.option.Fog) {
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case OPTION_FOG_EXP: program->FogOption = GL_EXP; break;
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case OPTION_FOG_EXP: program->FogOption = GL_EXP; break;
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case OPTION_FOG_EXP2: program->FogOption = GL_EXP2; break;
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case OPTION_FOG_EXP2: program->FogOption = GL_EXP2; break;
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@@ -194,8 +194,6 @@ struct asm_parser_state {
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} option;
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} option;
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struct {
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struct {
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unsigned TexturesUsed[MAX_TEXTURE_IMAGE_UNITS];
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unsigned ShadowSamplers;
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unsigned UsesKill:1;
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unsigned UsesKill:1;
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} fragment;
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} fragment;
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};
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};
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