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https://gitlab.freedesktop.org/mesa/mesa.git
synced 2026-05-08 17:48:10 +02:00
Use _Enabled rather than _Active when checking for fragment shaders
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parent
df058298e1
commit
7e9799ac3d
3 changed files with 18 additions and 18 deletions
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@ -98,7 +98,7 @@ _swrast_update_rasterflags( GLcontext *ctx )
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rasterMask |= MULTI_DRAW_BIT; /* all color index bits disabled */
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}
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if (ctx->FragmentProgram._Active) {
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if (ctx->FragmentProgram._Enabled) {
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rasterMask |= FRAGPROG_BIT;
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}
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@ -206,7 +206,7 @@ _swrast_update_fog_state( GLcontext *ctx )
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/* determine if fog is needed, and if so, which fog mode */
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swrast->_FogEnabled = GL_FALSE;
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if (ctx->FragmentProgram._Active) {
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if (ctx->FragmentProgram._Enabled) {
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if (ctx->FragmentProgram._Current->Base.Target==GL_FRAGMENT_PROGRAM_ARB) {
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const struct gl_fragment_program *fp
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= ctx->FragmentProgram._Current;
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@ -230,7 +230,7 @@ _swrast_update_fog_state( GLcontext *ctx )
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static void
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_swrast_update_fragment_program( GLcontext *ctx )
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{
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if (ctx->FragmentProgram._Active) {
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if (ctx->FragmentProgram._Enabled) {
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const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
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_mesa_load_state_parameters(ctx, fp->Base.Parameters);
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}
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@ -299,7 +299,7 @@ _swrast_validate_triangle( GLcontext *ctx,
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if (ctx->Texture._EnabledUnits == 0
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&& NEED_SECONDARY_COLOR(ctx)
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&& !ctx->FragmentProgram._Active) {
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&& !ctx->FragmentProgram._Enabled) {
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/* separate specular color, but no texture */
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swrast->SpecTriangle = swrast->Triangle;
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swrast->Triangle = _swrast_add_spec_terms_triangle;
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@ -322,7 +322,7 @@ _swrast_validate_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
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if (ctx->Texture._EnabledUnits == 0
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&& NEED_SECONDARY_COLOR(ctx)
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&& !ctx->FragmentProgram._Active) {
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&& !ctx->FragmentProgram._Enabled) {
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swrast->SpecLine = swrast->Line;
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swrast->Line = _swrast_add_spec_terms_line;
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}
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@ -345,7 +345,7 @@ _swrast_validate_point( GLcontext *ctx, const SWvertex *v0 )
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if (ctx->Texture._EnabledUnits == 0
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&& NEED_SECONDARY_COLOR(ctx)
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&& !ctx->FragmentProgram._Active) {
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&& !ctx->FragmentProgram._Enabled) {
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swrast->SpecPoint = swrast->Point;
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swrast->Point = _swrast_add_spec_terms_point;
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}
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@ -129,7 +129,7 @@ _swrast_span_default_texcoords( GLcontext *ctx, struct sw_span *span )
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GLuint i;
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for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
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const GLfloat *tc = ctx->Current.RasterTexCoords[i];
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if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled) {
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if (ctx->FragmentProgram._Enabled || ctx->ATIFragmentShader._Enabled) {
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COPY_4V(span->tex[i], tc);
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}
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else if (tc[3] > 0.0F) {
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@ -410,7 +410,7 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
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if (obj) {
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const struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
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needLambda = (obj->MinFilter != obj->MagFilter)
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|| ctx->FragmentProgram._Active;
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|| ctx->FragmentProgram._Enabled;
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texW = img->WidthScale;
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texH = img->HeightScale;
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}
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@ -435,7 +435,7 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
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GLfloat r = span->tex[u][2];
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GLfloat q = span->tex[u][3];
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GLuint i;
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if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled ||
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if (ctx->FragmentProgram._Enabled || ctx->ATIFragmentShader._Enabled ||
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ctx->ShaderObjects._FragmentShaderPresent) {
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/* do perspective correction but don't divide s, t, r by q */
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const GLfloat dwdx = span->dwdx;
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@ -487,7 +487,7 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
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GLfloat r = span->tex[u][2];
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GLfloat q = span->tex[u][3];
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GLuint i;
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if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled ||
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if (ctx->FragmentProgram._Enabled || ctx->ATIFragmentShader._Enabled ||
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ctx->ShaderObjects._FragmentShaderPresent) {
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/* do perspective correction but don't divide s, t, r by q */
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const GLfloat dwdx = span->dwdx;
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@ -546,7 +546,7 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
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if (obj) {
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const struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
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needLambda = (obj->MinFilter != obj->MagFilter)
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|| ctx->FragmentProgram._Active;
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|| ctx->FragmentProgram._Enabled;
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texW = (GLfloat) img->WidthScale;
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texH = (GLfloat) img->HeightScale;
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}
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@ -571,7 +571,7 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
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GLfloat r = span->tex[0][2];
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GLfloat q = span->tex[0][3];
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GLuint i;
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if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled ||
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if (ctx->FragmentProgram._Enabled || ctx->ATIFragmentShader._Enabled ||
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ctx->ShaderObjects._FragmentShaderPresent) {
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/* do perspective correction but don't divide s, t, r by q */
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const GLfloat dwdx = span->dwdx;
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@ -623,7 +623,7 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
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GLfloat r = span->tex[0][2];
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GLfloat q = span->tex[0][3];
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GLuint i;
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if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled ||
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if (ctx->FragmentProgram._Enabled || ctx->ATIFragmentShader._Enabled ||
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ctx->ShaderObjects._FragmentShaderPresent) {
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/* do perspective correction but don't divide s, t, r by q */
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const GLfloat dwdx = span->dwdx;
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@ -1120,7 +1120,7 @@ _swrast_write_rgba_span( GLcontext *ctx, struct sw_span *span)
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const GLbitfield origInterpMask = span->interpMask;
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const GLbitfield origArrayMask = span->arrayMask;
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const GLboolean deferredTexture = !(ctx->Color.AlphaEnabled ||
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ctx->FragmentProgram._Active ||
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ctx->FragmentProgram._Enabled ||
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ctx->ShaderObjects._FragmentShaderPresent);
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ASSERT(span->primitive == GL_POINT || span->primitive == GL_LINE ||
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@ -1205,7 +1205,7 @@ _swrast_write_rgba_span( GLcontext *ctx, struct sw_span *span)
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}
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else
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#endif
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if (ctx->FragmentProgram._Active) {
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if (ctx->FragmentProgram._Enabled) {
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/* frag prog may need Z values */
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if (span->interpMask & SPAN_Z)
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_swrast_span_interpolate_z(ctx, span);
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@ -1292,7 +1292,7 @@ _swrast_write_rgba_span( GLcontext *ctx, struct sw_span *span)
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}
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else
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#endif
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if (ctx->FragmentProgram._Active)
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if (ctx->FragmentProgram._Enabled)
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_swrast_exec_fragment_program( ctx, span );
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else if (ctx->ATIFragmentShader._Enabled)
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_swrast_exec_fragment_shader( ctx, span );
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@ -1073,7 +1073,7 @@ _swrast_choose_triangle( GLcontext *ctx )
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}
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}
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if (ctx->Texture._EnabledCoordUnits || ctx->FragmentProgram._Active ||
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if (ctx->Texture._EnabledCoordUnits || ctx->FragmentProgram._Enabled ||
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ctx->ATIFragmentShader._Enabled || ctx->ShaderObjects._FragmentShaderPresent) {
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/* Ugh, we do a _lot_ of tests to pick the best textured tri func */
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const struct gl_texture_object *texObj2D;
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@ -1089,7 +1089,7 @@ _swrast_choose_triangle( GLcontext *ctx )
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/* First see if we can use an optimized 2-D texture function */
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if (ctx->Texture._EnabledCoordUnits == 0x1
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&& !ctx->FragmentProgram._Active
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&& !ctx->FragmentProgram._Enabled
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&& !ctx->ATIFragmentShader._Enabled
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&& !ctx->ShaderObjects._FragmentShaderPresent
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&& ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
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