mesa: Track a computed _CurrentFragmentProgram for current gl_shader_program
authorEric Anholt <eric@anholt.net>
Wed, 12 Jan 2011 20:27:12 +0000 (12:27 -0800)
committerEric Anholt <eric@anholt.net>
Fri, 11 Mar 2011 20:55:14 +0000 (12:55 -0800)
This is like how we track FragmentProgram._Current for the computed
ARB fragment program for fixed function texenv, but this gives direct
access to the gl_shader_program for drivers to codegen from, skipping
ARB_fp.

src/mesa/main/mtypes.h
src/mesa/main/state.c

index 4f83e2e55c266b6d97a8146efd874b0c203e8a56..81e281941d9e70e1fce3156dd6f43dd9018b9957 100644 (file)
@@ -2191,6 +2191,7 @@ struct gl_shader_state
    struct gl_shader_program *CurrentVertexProgram;
    struct gl_shader_program *CurrentGeometryProgram;
    struct gl_shader_program *CurrentFragmentProgram;
+   struct gl_shader_program *_CurrentFragmentProgram;
 
    /**
     * Program used by glUniform calls.
index 1b2b2f32464aa80e3604e91565c7b08feb4ae8e2..cf9fe8921f3c60508e4e4d12e5f9c8e3e46b4c99 100644 (file)
@@ -43,6 +43,7 @@
 #include "pixel.h"
 #include "program/program.h"
 #include "program/prog_parameter.h"
+#include "shaderobj.h"
 #include "state.h"
 #include "stencil.h"
 #include "texenvprogram.h"
@@ -249,7 +250,7 @@ update_program(struct gl_context *ctx)
 {
    const struct gl_shader_program *vsProg = ctx->Shader.CurrentVertexProgram;
    const struct gl_shader_program *gsProg = ctx->Shader.CurrentGeometryProgram;
-   const struct gl_shader_program *fsProg = ctx->Shader.CurrentFragmentProgram;
+   struct gl_shader_program *fsProg = ctx->Shader.CurrentFragmentProgram;
    const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
    const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
    const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current;
@@ -275,20 +276,22 @@ update_program(struct gl_context *ctx)
       /* Use shader programs */
       _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
                                fsProg->FragmentProgram);
+      _mesa_reference_shader_program(ctx, &ctx->Shader._CurrentFragmentProgram,
+                                    fsProg);
    }
    else if (ctx->FragmentProgram._Enabled) {
       /* use user-defined fragment program */
       _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
                                ctx->FragmentProgram.Current);
+      _mesa_reference_shader_program(ctx, &ctx->Shader._CurrentFragmentProgram,
+                                    NULL);
    }
    else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
       /* Use fragment program generated from fixed-function state.
        */
       struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);
-#if 0
       _mesa_reference_shader_program(ctx,
-                                    &ctx->Shader.CurrentFragmentProgram, f);
-#endif
+                                    &ctx->Shader._CurrentFragmentProgram, f);
 
       _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
                                f->FragmentProgram);
@@ -296,6 +299,8 @@ update_program(struct gl_context *ctx)
    else {
       /* no fragment program */
       _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
+      _mesa_reference_shader_program(ctx, &ctx->Shader._CurrentFragmentProgram,
+                                    NULL);
    }
 
    if (gsProg && gsProg->LinkStatus && gsProg->GeometryProgram) {