Rename FRAG_OUTPUT_* tokens to FRAG_RESULT_* to match vertex program convention

This commit is contained in:
Brian Paul
2005-11-02 18:06:12 +00:00
parent 5a02209cd2
commit 90ebb581e6
7 changed files with 30 additions and 27 deletions

View File

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