mesa: Support EXT_framebuffer_blit targets in ES 3.0 as well.
[mesa.git] / src / mesa / main / state.c
index f82e4a25ef4f6267f2c93ad40b4c2c0811f268fb..fb8b71cfe22932ae577935462b0161db6414e2cd 100644 (file)
@@ -134,8 +134,7 @@ update_program(struct gl_context *ctx)
                                     &ctx->Shader._CurrentFragmentProgram,
                                     fsProg);
       _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
-                              (struct gl_fragment_program *)
-                              fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
+                               gl_fragment_program(fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
       _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
                               NULL);
    }
@@ -157,11 +156,9 @@ update_program(struct gl_context *ctx)
                                     &ctx->Shader._CurrentFragmentProgram,
                                     f);
       _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
-                              (struct gl_fragment_program *)
-                               f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
+                              gl_fragment_program(f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
       _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
-                              (struct gl_fragment_program *)
-                               f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
+                              gl_fragment_program(f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
    }
    else {
       /* No fragment program */
@@ -174,8 +171,7 @@ update_program(struct gl_context *ctx)
        && gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
       /* Use GLSL geometry shader */
       _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current,
-                              (struct gl_geometry_program *)
-                              gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program);
+                              gl_geometry_program(gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program));
    } else {
       /* No geometry program */
       _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
@@ -189,8 +185,7 @@ update_program(struct gl_context *ctx)
        && vsProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
       /* Use GLSL vertex shader */
       _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
-                              (struct gl_vertex_program *)
-                              vsProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program);
+                              gl_vertex_program(vsProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program));
    }
    else if (ctx->VertexProgram._Enabled) {
       /* Use user-defined vertex program */
@@ -580,7 +575,7 @@ _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.NewState = 0;
+   ctx->Array.ArrayObj->NewArrays = 0x0;
 }
 
 
@@ -632,7 +627,8 @@ _mesa_set_varying_vp_inputs( struct gl_context *ctx,
        *
        * It's okay to check the VP pointer here, because this is called after
        * _mesa_update_state in the vbo module. */
-      if (ctx->VertexProgram._TnlProgram) {
+      if (ctx->VertexProgram._TnlProgram ||
+          ctx->FragmentProgram._TexEnvProgram) {
          ctx->NewState |= _NEW_VARYING_VP_INPUTS;
       }
       /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/