fix another logic error in computing deferredTexture

This commit is contained in:
Brian Paul 2006-10-21 22:56:21 +00:00
parent bb19e64d12
commit ed324db249

View file

@ -1423,11 +1423,15 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span)
deferredTexture = GL_FALSE;
}
else if (shaderOrTexture) {
if (ctx->FragmentProgram._Enabled &&
(ctx->FragmentProgram.Current->Base.OutputsWritten
& (1 << FRAG_RESULT_DEPR))) {
/* Z comes from fragment program */
deferredTexture = GL_FALSE;
if (ctx->FragmentProgram._Enabled) {
if (ctx->FragmentProgram.Current->Base.OutputsWritten
& (1 << FRAG_RESULT_DEPR)) {
/* Z comes from fragment program */
deferredTexture = GL_FALSE;
}
else {
deferredTexture = GL_TRUE;
}
}
else if (ctx->ShaderObjects._FragmentShaderPresent) {
/* XXX how do we test if Z is written by shader? */