#include "main/image.h"
#include "main/bufferobj.h"
#include "main/macros.h"
+#include "main/mfeatures.h"
+#include "main/mtypes.h"
#include "main/pack.h"
#include "main/texformat.h"
#include "main/texstore.h"
* Get fragment program variant for a glDrawPixels or glCopyPixels
* command for RGBA data.
*/
-static struct st_fp_varient *
-get_color_fp_varient(struct st_context *st)
+static struct st_fp_variant *
+get_color_fp_variant(struct st_context *st)
{
struct gl_context *ctx = st->ctx;
- struct st_fp_varient_key key;
- struct st_fp_varient *fpv;
+ struct st_fp_variant_key key;
+ struct st_fp_variant *fpv;
memset(&key, 0, sizeof(key));
ctx->Pixel.AlphaScale != 1.0);
key.pixelMaps = ctx->Pixel.MapColorFlag;
- fpv = st_get_fp_varient(st, st->fp, &key);
+ fpv = st_get_fp_variant(st, st->fp, &key);
return fpv;
}
* Get fragment program variant for a glDrawPixels or glCopyPixels
* command for depth/stencil data.
*/
-static struct st_fp_varient *
-get_depth_stencil_fp_varient(struct st_context *st, GLboolean write_depth,
+static struct st_fp_variant *
+get_depth_stencil_fp_variant(struct st_context *st, GLboolean write_depth,
GLboolean write_stencil)
{
- struct st_fp_varient_key key;
- struct st_fp_varient *fpv;
+ struct st_fp_variant_key key;
+ struct st_fp_variant *fpv;
memset(&key, 0, sizeof(key));
key.drawpixels_z = write_depth;
key.drawpixels_stencil = write_stencil;
- fpv = st_get_fp_varient(st, st->fp, &key);
+ fpv = st_get_fp_variant(st, st->fp, &key);
return fpv;
}
struct pipe_sampler_view *sv[2];
int num_sampler_view = 1;
enum pipe_format stencil_format = PIPE_FORMAT_NONE;
- struct st_fp_varient *fpv;
+ struct st_fp_variant *fpv;
if (format == GL_DEPTH_STENCIL)
write_stencil = write_depth = GL_TRUE;
* Get vertex/fragment shaders
*/
if (write_depth || write_stencil) {
- fpv = get_depth_stencil_fp_varient(st, write_depth, write_stencil);
+ fpv = get_depth_stencil_fp_variant(st, write_depth, write_stencil);
driver_fp = fpv->driver_shader;
color = ctx->Current.RasterColor;
}
else {
- fpv = get_color_fp_varient(st);
+ fpv = get_color_fp_variant(st);
driver_fp = fpv->driver_shader;
GLint readX, readY, readW, readH;
GLuint sample_count;
struct gl_pixelstore_attrib pack = ctx->DefaultPacking;
- struct st_fp_varient *fpv;
+ struct st_fp_variant *fpv;
st_validate_state(st);
rbRead = st_get_color_read_renderbuffer(ctx);
color = NULL;
- fpv = get_color_fp_varient(st);
+ fpv = get_color_fp_variant(st);
driver_fp = fpv->driver_shader;
driver_vp = make_passthrough_vertex_shader(st, GL_FALSE);
rbRead = st_renderbuffer(ctx->ReadBuffer->_DepthBuffer);
color = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
- fpv = get_depth_stencil_fp_varient(st, GL_TRUE, GL_FALSE);
+ fpv = get_depth_stencil_fp_variant(st, GL_TRUE, GL_FALSE);
driver_fp = fpv->driver_shader;
driver_vp = make_passthrough_vertex_shader(st, GL_TRUE);