/* i915 stores all values in single-precision floats. Values aren't set
* for other program targets because software is used for those targets.
*/
- ctx->FragmentProgram.MediumFloat.RangeMin = 127;
- ctx->FragmentProgram.MediumFloat.RangeMax = 127;
- ctx->FragmentProgram.MediumFloat.Precision = 23;
- ctx->FragmentProgram.LowFloat = ctx->FragmentProgram.HighFloat =
- ctx->FragmentProgram.MediumFloat;
- ctx->FragmentProgram.MediumInt.RangeMin = 24;
- ctx->FragmentProgram.MediumInt.RangeMax = 24;
- ctx->FragmentProgram.MediumInt.Precision = 0;
- ctx->FragmentProgram.LowInt = ctx->FragmentProgram.HighInt =
- ctx->FragmentProgram.MediumInt;
+ ctx->Const.FragmentProgram.MediumFloat.RangeMin = 127;
+ ctx->Const.FragmentProgram.MediumFloat.RangeMax = 127;
+ ctx->Const.FragmentProgram.MediumFloat.Precision = 23;
+ ctx->Const.FragmentProgram.LowFloat = ctx->Const.FragmentProgram.HighFloat =
+ ctx->Const.FragmentProgram.MediumFloat;
+ ctx->Const.FragmentProgram.MediumInt.RangeMin = 24;
+ ctx->Const.FragmentProgram.MediumInt.RangeMax = 24;
+ ctx->Const.FragmentProgram.MediumInt.Precision = 0;
+ ctx->Const.FragmentProgram.LowInt = ctx->Const.FragmentProgram.HighInt =
+ ctx->Const.FragmentProgram.MediumInt;
ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
/* Fragment shaders use real, 32-bit twos-complement integers for all
* integer types.
*/
- ctx->FragmentProgram.LowInt.RangeMin = 31;
- ctx->FragmentProgram.LowInt.RangeMax = 30;
- ctx->FragmentProgram.LowInt.Precision = 0;
- ctx->FragmentProgram.HighInt = ctx->FragmentProgram.MediumInt
- = ctx->FragmentProgram.LowInt;
+ ctx->Const.FragmentProgram.LowInt.RangeMin = 31;
+ ctx->Const.FragmentProgram.LowInt.RangeMax = 30;
+ ctx->Const.FragmentProgram.LowInt.Precision = 0;
+ ctx->Const.FragmentProgram.HighInt = ctx->Const.FragmentProgram.MediumInt
+ = ctx->Const.FragmentProgram.LowInt;
/* Gen6 converts quads to polygon in beginning of 3D pipeline,
but we're not sure how it's actually done for vertex order,