#define FILE_DEBUG_FLAG DEBUG_PRIMS
-static GLuint prim_to_hw_prim[GL_POLYGON+1] = {
+const GLuint prim_to_hw_prim[GL_POLYGON+1] = {
_3DPRIM_POINTLIST,
_3DPRIM_LINELIST,
_3DPRIM_LINELOOP,
struct intel_renderbuffer *front_irb = NULL;
struct intel_renderbuffer *back_irb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
struct intel_renderbuffer *depth_irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
+ struct gl_renderbuffer_attachment *depth_att = &fb->Attachment[BUFFER_DEPTH];
if (brw->is_front_buffer_rendering)
front_irb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
if (back_irb)
intel_renderbuffer_set_needs_downsample(back_irb);
if (depth_irb && ctx->Depth.Mask)
- intel_renderbuffer_set_needs_depth_resolve(depth_irb);
+ intel_renderbuffer_att_set_needs_depth_resolve(depth_att);
}
/* May fail if out of video memory for texture or vbo upload, or on
if (ctx->NewState)
_mesa_update_state( ctx );
+ /* Find the highest sampler unit used by each shader program. A bit-count
+ * won't work since ARB programs use the texture unit number as the sampler
+ * index.
+ */
+ brw->wm.sampler_count = _mesa_fls(ctx->FragmentProgram._Current->Base.SamplersUsed);
+ brw->vs.sampler_count = _mesa_fls(ctx->VertexProgram._Current->Base.SamplersUsed);
+
/* We have to validate the textures *before* checking for fallbacks;
* otherwise, the software fallback won't be able to rely on the
* texture state, the firstLevel and lastLevel fields won't be