- for (i = 0; i < n; i++) {
- if (ids[i] != 0) {
- struct gl_program *prog = _mesa_lookup_program(ctx, ids[i]);
- if (prog == &_mesa_DummyProgram) {
- _mesa_HashRemove(ctx->Shared->Programs, ids[i]);
+ newProg = ctx->Driver.NewProgram(ctx, progA->Target, 0);
+ newProg->Instructions = newInst;
+ newProg->NumInstructions = newLength;
+
+ if (newProg->Target == GL_FRAGMENT_PROGRAM_ARB) {
+ struct gl_fragment_program *fprogA, *fprogB, *newFprog;
+ GLbitfield progB_inputsRead = progB->InputsRead;
+ GLint progB_colorFile, progB_colorIndex;
+
+ fprogA = (struct gl_fragment_program *) progA;
+ fprogB = (struct gl_fragment_program *) progB;
+ newFprog = (struct gl_fragment_program *) newProg;
+
+ newFprog->UsesKill = fprogA->UsesKill || fprogB->UsesKill;
+
+ /* We'll do a search and replace for instances
+ * of progB_colorFile/progB_colorIndex below...
+ */
+ progB_colorFile = PROGRAM_INPUT;
+ progB_colorIndex = FRAG_ATTRIB_COL0;
+
+ /*
+ * The fragment program may get color from a state var rather than
+ * a fragment input (vertex output) if it's constant.
+ * See the texenvprogram.c code.
+ * So, search the program's parameter list now to see if the program
+ * gets color from a state var instead of a conventional fragment
+ * input register.
+ */
+ for (i = 0; i < progB->Parameters->NumParameters; i++) {
+ struct gl_program_parameter *p = &progB->Parameters->Parameters[i];
+ if (p->Type == PROGRAM_STATE_VAR &&
+ p->StateIndexes[0] == STATE_INTERNAL &&
+ p->StateIndexes[1] == STATE_CURRENT_ATTRIB &&
+ p->StateIndexes[2] == VERT_ATTRIB_COLOR0) {
+ progB_inputsRead |= FRAG_BIT_COL0;
+ progB_colorFile = PROGRAM_STATE_VAR;
+ progB_colorIndex = i;
+ break;