#include "main/macros.h"
#include "main/imports.h"
#include "main/samplerobj.h"
+#include "main/state.h"
#include "math/m_xform.h"
#include "program/prog_instruction.h"
#include "program/prog_statevars.h"
/* Test userclip planes. This contributes to VB->ClipMask.
*/
/** XXX NEW_SLANG _Enabled ??? */
- if (ctx->Transform.ClipPlanesEnabled && (!ctx->VertexProgram._Enabled ||
- ctx->VertexProgram.Current->IsPositionInvariant)) {
+ if (ctx->Transform.ClipPlanesEnabled &&
+ (!_mesa_arb_vertex_program_enabled(ctx) ||
+ ctx->VertexProgram.Current->arb.IsPositionInvariant)) {
userclip( ctx,
VB->ClipPtr,
store->clipmask,
machine->FetchTexelLod = vp_fetch_texel;
machine->FetchTexelDeriv = NULL; /* not used by vertex programs */
- machine->Samplers = ctx->VertexProgram._Current->Base.SamplerUnits;
+ machine->Samplers = ctx->VertexProgram._Current->SamplerUnits;
machine->SystemValues[SYSTEM_VALUE_INSTANCE_ID][0] = (GLfloat) instID;
}
* Map the texture images which the vertex program will access (if any).
*/
static void
-map_textures(struct gl_context *ctx, const struct gl_vertex_program *vp)
+map_textures(struct gl_context *ctx, const struct gl_program *vp)
{
GLuint u;
for (u = 0; u < ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits; u++) {
- if (vp->Base.TexturesUsed[u]) {
+ if (vp->TexturesUsed[u]) {
/* Note: _Current *should* correspond to the target indicated
* in TexturesUsed[u].
*/
* Unmap the texture images which were used by the vertex program (if any).
*/
static void
-unmap_textures(struct gl_context *ctx, const struct gl_vertex_program *vp)
+unmap_textures(struct gl_context *ctx, const struct gl_program *vp)
{
GLuint u;
for (u = 0; u < ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits; u++) {
- if (vp->Base.TexturesUsed[u]) {
+ if (vp->TexturesUsed[u]) {
/* Note: _Current *should* correspond to the target indicated
* in TexturesUsed[u].
*/
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vp_stage_data *store = VP_STAGE_DATA(stage);
struct vertex_buffer *VB = &tnl->vb;
- struct gl_vertex_program *program = ctx->VertexProgram._Current;
+ struct gl_program *program = ctx->VertexProgram._Current;
struct gl_program_machine *machine = &store->machine;
GLuint outputs[VARYING_SLOT_MAX], numOutputs;
GLuint i, j;
return GL_TRUE;
/* ARB program or vertex shader */
- _mesa_load_state_parameters(ctx, program->Base.Parameters);
+ _mesa_load_state_parameters(ctx, program->Parameters);
/* make list of outputs to save some time below */
numOutputs = 0;
for (i = 0; i < VARYING_SLOT_MAX; i++) {
- if (program->Base.OutputsWritten & BITFIELD64_BIT(i)) {
+ if (program->info.outputs_written & BITFIELD64_BIT(i)) {
outputs[numOutputs++] = i;
}
}
/* the vertex array case */
for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
- if (program->Base.InputsRead & BITFIELD64_BIT(attr)) {
+ if (program->info.inputs_read & BITFIELD64_BIT(attr)) {
const GLubyte *ptr = (const GLubyte*) VB->AttribPtr[attr]->data;
const GLuint size = VB->AttribPtr[attr]->size;
const GLuint stride = VB->AttribPtr[attr]->stride;
}
/* execute the program */
- _mesa_execute_program(ctx, &program->Base, machine);
+ _mesa_execute_program(ctx, program, machine);
/* copy the output registers into the VB->attribs arrays */
for (j = 0; j < numOutputs; j++) {
}
/* FOGC is a special case. Fragment shader expects (f,0,0,1) */
- if (program->Base.OutputsWritten & BITFIELD64_BIT(VARYING_SLOT_FOGC)) {
+ if (program->info.outputs_written & BITFIELD64_BIT(VARYING_SLOT_FOGC)) {
store->results[VARYING_SLOT_FOGC].data[i][1] = 0.0;
store->results[VARYING_SLOT_FOGC].data[i][2] = 0.0;
store->results[VARYING_SLOT_FOGC].data[i][3] = 1.0;
unmap_textures(ctx, program);
- if (program->IsPositionInvariant) {
+ if (program->arb.IsPositionInvariant) {
/* We need the exact same transform as in the fixed function path here
* to guarantee invariance, depending on compiler optimization flags
* results could be different otherwise.
}
for (i = 0; i < ctx->Const.MaxVarying; i++) {
- if (program->Base.OutputsWritten & BITFIELD64_BIT(VARYING_SLOT_VAR0 + i)) {
+ if (program->info.outputs_written &
+ BITFIELD64_BIT(VARYING_SLOT_VAR0 + i)) {
/* Note: varying results get put into the generic attributes */
VB->AttribPtr[VERT_ATTRIB_GENERIC0+i]
= &store->results[VARYING_SLOT_VAR0 + i];