mesa/st: enable carry/borrow lowering pass
[mesa.git] / src / mesa / main / state.c
index bde548f68d8957133582b6bc81d6e2360c140047..c122c16aae343525076008416d0aa13db79e7c9a 100644 (file)
@@ -94,9 +94,12 @@ update_program_enables(struct gl_context *ctx)
 static GLbitfield
 update_program(struct gl_context *ctx)
 {
-   const struct gl_shader_program *vsProg = ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX];
-   const struct gl_shader_program *gsProg = ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY];
-   struct gl_shader_program *fsProg = ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT];
+   const struct gl_shader_program *vsProg =
+      ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
+   const struct gl_shader_program *gsProg =
+      ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
+   struct gl_shader_program *fsProg =
+      ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
    const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
    const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
    const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current;
@@ -122,7 +125,7 @@ update_program(struct gl_context *ctx)
        && fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
       /* Use GLSL fragment shader */
       _mesa_reference_shader_program(ctx,
-                                    &ctx->Shader._CurrentFragmentProgram,
+                                     &ctx->_Shader->_CurrentFragmentProgram,
                                     fsProg);
       _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
                                gl_fragment_program(fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
@@ -132,7 +135,7 @@ update_program(struct gl_context *ctx)
    else if (ctx->FragmentProgram._Enabled) {
       /* Use user-defined fragment program */
       _mesa_reference_shader_program(ctx,
-                                    &ctx->Shader._CurrentFragmentProgram,
+                                     &ctx->_Shader->_CurrentFragmentProgram,
                                     NULL);
       _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
                                ctx->FragmentProgram.Current);
@@ -144,7 +147,7 @@ update_program(struct gl_context *ctx)
       struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);
 
       _mesa_reference_shader_program(ctx,
-                                    &ctx->Shader._CurrentFragmentProgram,
+                                     &ctx->_Shader->_CurrentFragmentProgram,
                                     f);
       _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
                               gl_fragment_program(f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
@@ -307,7 +310,7 @@ update_multisample(struct gl_context *ctx)
 static void
 update_twoside(struct gl_context *ctx)
 {
-   if (ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX] ||
+   if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] ||
        ctx->VertexProgram._Enabled) {
       ctx->VertexProgram._TwoSideEnabled = ctx->VertexProgram.TwoSideEnabled;
    } else {
@@ -414,11 +417,11 @@ _mesa_update_state_locked( struct gl_context *ctx )
    }
 
    if (new_state & _NEW_ARRAY)
-      _mesa_update_array_object_client_arrays(ctx, ctx->Array.ArrayObj);
+      _mesa_update_vao_client_arrays(ctx, ctx->Array.VAO);
 
    if (ctx->Const.CheckArrayBounds &&
        new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT)) {
-      _mesa_update_array_object_max_element(ctx, ctx->Array.ArrayObj);
+      _mesa_update_vao_max_element(ctx, ctx->Array.VAO);
    }
 
  out:
@@ -436,7 +439,7 @@ _mesa_update_state_locked( struct gl_context *ctx )
    new_state = ctx->NewState | new_prog_state;
    ctx->NewState = 0;
    ctx->Driver.UpdateState(ctx, new_state);
-   ctx->Array.ArrayObj->NewArrays = 0x0;
+   ctx->Array.VAO->NewArrays = 0x0;
 }