ARB prog: get frag prog texture info from the right place

This gets basic texturing working.  w00t!
This commit is contained in:
Ian Romanick
2009-07-24 17:33:30 -07:00
parent ef80c2012d
commit 6f8214cae6
2 changed files with 3 additions and 5 deletions

View File

@@ -3971,11 +3971,11 @@ _mesa_parse_arb_fragment_program(GLcontext* ctx, GLenum target,
program->Base.InputsRead = prog.InputsRead;
program->Base.OutputsWritten = prog.OutputsWritten;
for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++) {
program->Base.TexturesUsed[i] = state.fragment.TexturesUsed[i];
if (state.fragment.TexturesUsed[i])
program->Base.TexturesUsed[i] = prog.TexturesUsed[i];
if (prog.TexturesUsed[i])
program->Base.SamplersUsed |= (1 << i);
}
program->Base.ShadowSamplers = state.fragment.ShadowSamplers;
program->Base.ShadowSamplers = prog.ShadowSamplers;
switch (state.option.Fog) {
case OPTION_FOG_EXP: program->FogOption = GL_EXP; break;
case OPTION_FOG_EXP2: program->FogOption = GL_EXP2; break;

View File

@@ -194,8 +194,6 @@ struct asm_parser_state {
} option;
struct {
unsigned TexturesUsed[MAX_TEXTURE_IMAGE_UNITS];
unsigned ShadowSamplers;
unsigned UsesKill:1;
} fragment;
};