#include "program/prog_parameter.h"
#include "program/prog_print.h"
#include "program/prog_statevars.h"
+#include "util/bitscan.h"
using namespace ir_builder;
GLuint nr_enabled_units:8;
GLuint enabled_units:8;
GLuint separate_specular:1;
- GLuint fog_enabled:1;
GLuint fog_mode:2; /**< FOG_x */
GLuint inputs_available:12;
GLuint num_draw_buffers:4;
} unit[MAX_TEXTURE_UNITS];
};
-#define FOG_LINEAR 0
-#define FOG_EXP 1
-#define FOG_EXP2 2
-#define FOG_UNKNOWN 3
+#define FOG_NONE 0
+#define FOG_LINEAR 1
+#define FOG_EXP 2
+#define FOG_EXP2 3
static GLuint translate_fog_mode( GLenum mode )
{
case GL_LINEAR: return FOG_LINEAR;
case GL_EXP: return FOG_EXP;
case GL_EXP2: return FOG_EXP2;
- default: return FOG_UNKNOWN;
+ default: return FOG_NONE;
}
}
*/
static GLuint make_state_key( struct gl_context *ctx, struct state_key *key )
{
- GLuint i, j;
+ GLuint j;
GLbitfield inputs_referenced = VARYING_BIT_COL0;
const GLbitfield inputs_available = get_fp_input_mask( ctx );
+ GLbitfield mask;
GLuint keySize;
memset(key, 0, sizeof(*key));
/* _NEW_TEXTURE */
- for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
+ mask = ctx->Texture._EnabledCoordUnits;
+ while (mask) {
+ const int i = u_bit_scan(&mask);
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->_Current || !texUnit->Enabled)
+ if (!texObj)
continue;
samp = _mesa_get_samplerobj(ctx, i);
/* _NEW_FOG */
if (ctx->Fog.Enabled) {
- key->fog_enabled = 1;
key->fog_mode = translate_fog_mode(ctx->Fog.Mode);
inputs_referenced |= VARYING_BIT_FOGC; /* maybe */
}
cf = new(p->mem_ctx) ir_dereference_variable(spec_result);
}
- if (key->fog_enabled) {
+ if (key->fog_mode) {
cf = emit_fog_instructions(p, cf);
}
_mesa_glsl_parse_state *state;
p.mem_ctx = ralloc_context(NULL);
- p.shader = ctx->Driver.NewShader(ctx, 0, MESA_SHADER_FRAGMENT);
+ p.shader = _mesa_new_shader(0, MESA_SHADER_FRAGMENT);
p.shader->ir = new(p.shader) exec_list;
state = new(p.shader) _mesa_glsl_parse_state(ctx, MESA_SHADER_FRAGMENT,
p.shader);
p.shader->CompileStatus = true;
p.shader->Version = state->language_version;
- p.shader->uses_builtin_functions = state->uses_builtin_functions;
+ p.shader->info.uses_builtin_functions = state->uses_builtin_functions;
p.shader_program->Shaders =
(gl_shader **)malloc(sizeof(*p.shader_program->Shaders));
p.shader_program->Shaders[0] = p.shader;