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authorBrian Paul <[email protected]>2009-02-07 11:20:08 -0700
committerBrian Paul <[email protected]>2009-02-07 11:20:08 -0700
commitb46611633c5da6fa23ee17bce22939fe20ef194e (patch)
treed9a53f74246e03201b372deafdd01f12ad0901f9
parentf6d23943cd289ed2b60ec01006fb155f22969749 (diff)
mesa: fix logic error in computing enableBits in update_texture_state()
If we had a vertex shader but no fragment shader (i.e. fixed function) we didn't get the right enabled texture targets. Fixes blank/white texture problem.
-rw-r--r--src/mesa/main/texstate.c22
1 files changed, 12 insertions, 10 deletions
diff --git a/src/mesa/main/texstate.c b/src/mesa/main/texstate.c
index f7a4d8b323b..be6ce186896 100644
--- a/src/mesa/main/texstate.c
+++ b/src/mesa/main/texstate.c
@@ -488,25 +488,27 @@ update_texture_state( GLcontext *ctx )
texUnit->_ReallyEnabled = 0;
texUnit->_GenFlags = 0;
- /* Get the bitmask of texture enables.
+ /* Get the bitmask of texture target enables.
* enableBits will be a mask of the TEXTURE_*_BIT flags indicating
* which texture targets are enabled (fixed function) or referenced
* by a fragment shader/program. When multiple flags are set, we'll
* settle on the one with highest priority (see texture_override below).
*/
- if (fprog || vprog) {
- enableBits = 0x0;
- if (fprog)
- enableBits |= fprog->Base.TexturesUsed[unit];
- if (vprog)
- enableBits |= vprog->Base.TexturesUsed[unit];
+ enableBits = 0x0;
+ if (vprog) {
+ enableBits |= vprog->Base.TexturesUsed[unit];
+ }
+ if (fprog) {
+ enableBits |= fprog->Base.TexturesUsed[unit];
}
else {
- if (!texUnit->Enabled)
- continue;
- enableBits = texUnit->Enabled;
+ /* fixed-function fragment program */
+ enableBits |= texUnit->Enabled;
}
+ if (enableBits == 0x0)
+ continue;
+
ASSERT(texUnit->Current1D);
ASSERT(texUnit->Current2D);
ASSERT(texUnit->Current3D);