#include "mtypes.h"
#include "main/uniforms.h"
#include "main/macros.h"
+#include "main/samplerobj.h"
#include "program/program.h"
#include "program/prog_parameter.h"
#include "program/prog_cache.h"
const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
const struct gl_texture_object *texObj = texUnit->_Current;
const struct gl_tex_env_combine_state *comb = texUnit->_CurrentCombine;
+ const struct gl_sampler_object *samp;
GLenum format;
if (!texUnit->_ReallyEnabled || !texUnit->Enabled)
continue;
+ samp = _mesa_get_samplerobj(ctx, i);
format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat;
key->unit[i].enabled = 1;
translate_tex_src_bit(texUnit->_ReallyEnabled);
key->unit[i].shadow =
- ((texObj->Sampler.CompareMode == GL_COMPARE_R_TO_TEXTURE) &&
+ ((samp->CompareMode == GL_COMPARE_R_TO_TEXTURE) &&
((format == GL_DEPTH_COMPONENT) ||
(format == GL_DEPTH_STENCIL_EXT)));
};
static ir_rvalue *
-get_current_attrib(struct texenv_fragment_program *p, GLuint attrib)
+get_current_attrib(texenv_fragment_program *p, GLuint attrib)
{
ir_variable *current;
ir_rvalue *val;
}
static ir_rvalue *
-get_gl_Color(struct texenv_fragment_program *p)
+get_gl_Color(texenv_fragment_program *p)
{
if (p->state->inputs_available & FRAG_BIT_COL0) {
ir_variable *var = p->shader->symbols->get_variable("gl_Color");
}
static ir_rvalue *
-get_source(struct texenv_fragment_program *p,
+get_source(texenv_fragment_program *p,
GLuint src, GLuint unit)
{
ir_variable *var;
}
static ir_rvalue *
-emit_combine_source(struct texenv_fragment_program *p,
+emit_combine_source(texenv_fragment_program *p,
GLuint unit,
GLuint source,
GLuint operand)
}
static ir_rvalue *
-smear(struct texenv_fragment_program *p, ir_rvalue *val)
+smear(texenv_fragment_program *p, ir_rvalue *val)
{
if (!val->type->is_scalar())
return val;
}
static ir_rvalue *
-emit_combine(struct texenv_fragment_program *p,
+emit_combine(texenv_fragment_program *p,
GLuint unit,
GLuint nr,
GLuint mode,
* Generate instructions for one texture unit's env/combiner mode.
*/
static ir_rvalue *
-emit_texenv(struct texenv_fragment_program *p, GLuint unit)
+emit_texenv(texenv_fragment_program *p, GLuint unit)
{
const struct state_key *key = p->state;
GLboolean rgb_saturate, alpha_saturate;
}
else {
float const_data[4] = {
- 1 << rgb_shift,
- 1 << rgb_shift,
- 1 << rgb_shift,
- 1 << alpha_shift
+ float(1 << rgb_shift),
+ float(1 << rgb_shift),
+ float(1 << rgb_shift),
+ float(1 << alpha_shift)
};
shift = new(p->mem_ctx) ir_constant(glsl_type::vec4_type,
(ir_constant_data *)const_data);
/**
* Generate instruction for getting a texture source term.
*/
-static void load_texture( struct texenv_fragment_program *p, GLuint unit )
+static void load_texture( texenv_fragment_program *p, GLuint unit )
{
ir_dereference *deref;
}
static void
-load_texenv_source(struct texenv_fragment_program *p,
+load_texenv_source(texenv_fragment_program *p,
GLuint src, GLuint unit)
{
switch (src) {
* Generate instructions for loading all texture source terms.
*/
static GLboolean
-load_texunit_sources( struct texenv_fragment_program *p, GLuint unit )
+load_texunit_sources( texenv_fragment_program *p, GLuint unit )
{
const struct state_key *key = p->state;
GLuint i;
* Generate instructions for loading bump map textures.
*/
static void
-load_texunit_bumpmap( struct texenv_fragment_program *p, GLuint unit )
+load_texunit_bumpmap( texenv_fragment_program *p, GLuint unit )
{
const struct state_key *key = p->state;
GLuint bumpedUnitNr = key->unit[unit].OptRGB[1].Source - SRC_TEXTURE0;
* GL_FOG_COORDINATE_EXT is set to GL_FRAGMENT_DEPTH_EXT.
*/
static ir_rvalue *
-emit_fog_instructions(struct texenv_fragment_program *p,
+emit_fog_instructions(texenv_fragment_program *p,
ir_rvalue *fragcolor)
{
struct state_key *key = p->state;
}
static void
-emit_instructions(struct texenv_fragment_program *p)
+emit_instructions(texenv_fragment_program *p)
{
struct state_key *key = p->state;
GLuint unit;
_mesa_associate_uniform_storage(ctx, p.shader_program, fp->Parameters);
_mesa_update_shader_textures_used(p.shader_program, fp);
- (void) ctx->Driver.ProgramStringNotify(ctx, fp->Target, fp);
+ if (ctx->Driver.SamplerUniformChange)
+ ctx->Driver.SamplerUniformChange(ctx, fp->Target, fp);
if (!p.shader_program->LinkStatus)
_mesa_problem(ctx, "Failed to link fixed function fragment shader: %s\n",