static void
update_samplers(struct st_context *st)
{
- const struct st_fragment_program *fs = st->fp;
+ struct gl_vertex_program *vprog = st->ctx->VertexProgram._Current;
+ struct gl_fragment_program *fprog = st->ctx->FragmentProgram._Current;
+ const GLbitfield samplersUsed = (vprog->Base.SamplersUsed |
+ fprog->Base.SamplersUsed);
GLuint su;
st->state.num_samplers = 0;
- /*printf("%s samplers used = 0x%x\n", __FUNCTION__, fs->Base.Base.SamplersUsed);*/
-
/* loop over sampler units (aka tex image units) */
for (su = 0; su < st->ctx->Const.MaxTextureImageUnits; su++) {
struct pipe_sampler_state *sampler = st->state.samplers + su;
memset(sampler, 0, sizeof(*sampler));
- if (fs->Base.Base.SamplersUsed & (1 << su)) {
- GLuint texUnit = fs->Base.Base.SamplerUnits[su];
- const struct gl_texture_object *texobj
- = st->ctx->Texture.Unit[texUnit]._Current;
+ if (samplersUsed & (1 << su)) {
+ struct gl_texture_object *texobj;
+ GLuint texUnit;
+
+ if (fprog->Base.SamplersUsed & (1 << su))
+ texUnit = fprog->Base.SamplerUnits[su];
+ else
+ texUnit = vprog->Base.SamplerUnits[su];
+ texobj = st->ctx->Texture.Unit[texUnit]._Current;
if (!texobj) {
texobj = st_get_default_texture(st);
}
static void
update_textures(struct st_context *st)
{
+ struct gl_vertex_program *vprog = st->ctx->VertexProgram._Current;
struct gl_fragment_program *fprog = st->ctx->FragmentProgram._Current;
+ const GLbitfield samplersUsed = (vprog->Base.SamplersUsed |
+ fprog->Base.SamplersUsed);
GLuint su;
st->state.num_textures = 0;
- /*printf("%s samplers used = 0x%x\n", __FUNCTION__, fprog->Base.SamplersUsed);*/
-
+ /* loop over sampler units (aka tex image units) */
for (su = 0; su < st->ctx->Const.MaxTextureCoordUnits; su++) {
struct pipe_texture *pt = NULL;
- if (fprog->Base.SamplersUsed & (1 << su)) {
- const GLuint texUnit = fprog->Base.SamplerUnits[su];
- struct gl_texture_object *texObj
- = st->ctx->Texture.Unit[texUnit]._Current;
+ if (samplersUsed & (1 << su)) {
+ struct gl_texture_object *texObj;
struct st_texture_object *stObj;
GLboolean flush, retval;
+ GLuint texUnit;
+
+ if (fprog->Base.SamplersUsed & (1 << su))
+ texUnit = fprog->Base.SamplerUnits[su];
+ else
+ texUnit = vprog->Base.SamplerUnits[su];
+
+ texObj = st->ctx->Texture.Unit[texUnit]._Current;
if (!texObj) {
texObj = st_get_default_texture(st);