Rename FRAG_OUTPUT_* tokens to FRAG_RESULT_* to match vertex program convention
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@@ -1484,22 +1484,22 @@ _swrast_exec_fragment_program( GLcontext *ctx, struct sw_span *span )
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/* Store output registers */
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{
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const GLfloat *colOut
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= ctx->FragmentProgram.Machine.Outputs[FRAG_OUTPUT_COLR];
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= ctx->FragmentProgram.Machine.Outputs[FRAG_RESULT_COLR];
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UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][RCOMP], colOut[0]);
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UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][GCOMP], colOut[1]);
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UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][BCOMP], colOut[2]);
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UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][ACOMP], colOut[3]);
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}
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/* depth value */
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if (program->OutputsWritten & (1 << FRAG_OUTPUT_DEPR)) {
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if (program->OutputsWritten & (1 << FRAG_RESULT_DEPR)) {
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const GLfloat depth
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= ctx->FragmentProgram.Machine.Outputs[FRAG_OUTPUT_DEPR][2];
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= ctx->FragmentProgram.Machine.Outputs[FRAG_RESULT_DEPR][2];
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span->array->z[i] = IROUND(depth * ctx->DrawBuffer->_DepthMaxF);
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}
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}
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}
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if (program->OutputsWritten & (1 << FRAG_OUTPUT_DEPR)) {
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if (program->OutputsWritten & (1 << FRAG_RESULT_DEPR)) {
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span->interpMask &= ~SPAN_Z;
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span->arrayMask |= SPAN_Z;
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}
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