i965: Use the fixed function GLSL program instead of the ARB program.

This gets one more piece of the pipeline onto the new codegen backend.
Once ARB_fragment_program can generate GLSL programs, we can nuke the
old backend.
This commit is contained in:
Eric Anholt 2011-01-12 12:37:08 -08:00
parent b4452c3baa
commit 81b34a4e3a
2 changed files with 5 additions and 5 deletions

View file

@ -1381,7 +1381,7 @@ fs_visitor::visit(ir_texture *ir)
assert(!ir->projector); assert(!ir->projector);
sampler = _mesa_get_sampler_uniform_value(ir->sampler, sampler = _mesa_get_sampler_uniform_value(ir->sampler,
ctx->Shader.CurrentFragmentProgram, ctx->Shader._CurrentFragmentProgram,
&brw->fragment_program->Base); &brw->fragment_program->Base);
sampler = c->fp->program.Base.SamplerUnits[sampler]; sampler = c->fp->program.Base.SamplerUnits[sampler];
@ -3454,7 +3454,7 @@ fs_visitor::generate_code()
if (unlikely(INTEL_DEBUG & DEBUG_WM)) { if (unlikely(INTEL_DEBUG & DEBUG_WM)) {
printf("Native code for fragment shader %d:\n", printf("Native code for fragment shader %d:\n",
ctx->Shader.CurrentFragmentProgram->Name); ctx->Shader._CurrentFragmentProgram->Name);
} }
foreach_iter(exec_list_iterator, iter, this->instructions) { foreach_iter(exec_list_iterator, iter, this->instructions) {
@ -3723,7 +3723,7 @@ brw_wm_fs_emit(struct brw_context *brw, struct brw_wm_compile *c)
{ {
struct intel_context *intel = &brw->intel; struct intel_context *intel = &brw->intel;
struct gl_context *ctx = &intel->ctx; struct gl_context *ctx = &intel->ctx;
struct gl_shader_program *prog = ctx->Shader.CurrentFragmentProgram; struct gl_shader_program *prog = ctx->Shader._CurrentFragmentProgram;
if (!prog) if (!prog)
return GL_FALSE; return GL_FALSE;

View file

@ -131,9 +131,9 @@ wm_unit_populate_key(struct brw_context *brw, struct brw_wm_unit_key *key)
/* If using the fragment shader backend, the program is always /* If using the fragment shader backend, the program is always
* 8-wide. * 8-wide.
*/ */
if (ctx->Shader.CurrentFragmentProgram) { if (ctx->Shader._CurrentFragmentProgram) {
struct brw_shader *shader = (struct brw_shader *) struct brw_shader *shader = (struct brw_shader *)
ctx->Shader.CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT]; ctx->Shader._CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT];
if (shader != NULL && shader->ir != NULL) { if (shader != NULL && shader->ir != NULL) {
key->is_glsl = GL_TRUE; key->is_glsl = GL_TRUE;