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authorEric Anholt <[email protected]>2011-07-13 15:52:04 -0700
committerEric Anholt <[email protected]>2011-10-18 10:54:31 -0700
commitb64ecf7db874eed84218903f484be81514b958d9 (patch)
tree99f5d80d584e5c4c0ab9d3a613f52cf8e7d25793
parent6235846cb779bce470bc903f8cfc701bc0343d73 (diff)
ff_fragment_shader: Use FRAG_RESULT_COLOR to write all our colors at once.
This is a slight simplification on the way to actually generating GLSL fragment shaders.
-rw-r--r--src/mesa/main/ff_fragment_shader.cpp15
1 files changed, 3 insertions, 12 deletions
diff --git a/src/mesa/main/ff_fragment_shader.cpp b/src/mesa/main/ff_fragment_shader.cpp
index e6451c98b21..2b52929fb5d 100644
--- a/src/mesa/main/ff_fragment_shader.cpp
+++ b/src/mesa/main/ff_fragment_shader.cpp
@@ -1427,7 +1427,6 @@ create_new_program(struct gl_context *ctx, struct state_key *key,
struct texenv_fragment_program p;
GLuint unit;
struct ureg cf, out;
- int i;
memset(&p, 0, sizeof(p));
p.state = key;
@@ -1450,12 +1449,8 @@ create_new_program(struct gl_context *ctx, struct state_key *key,
p.program->Base.Parameters = _mesa_new_parameter_list();
p.program->Base.InputsRead = 0x0;
- if (key->num_draw_buffers == 1)
+ if (key->num_draw_buffers >= 1)
p.program->Base.OutputsWritten = 1 << FRAG_RESULT_COLOR;
- else {
- for (i = 0; i < key->num_draw_buffers; i++)
- p.program->Base.OutputsWritten |= (1 << (FRAG_RESULT_DATA0 + i));
- }
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
p.src_texture[unit] = undef;
@@ -1505,12 +1500,8 @@ create_new_program(struct gl_context *ctx, struct state_key *key,
cf = get_source( &p, SRC_PREVIOUS, 0 );
- for (i = 0; i < key->num_draw_buffers; i++) {
- if (key->num_draw_buffers == 1)
- out = make_ureg( PROGRAM_OUTPUT, FRAG_RESULT_COLOR );
- else {
- out = make_ureg( PROGRAM_OUTPUT, FRAG_RESULT_DATA0 + i );
- }
+ if (key->num_draw_buffers >= 1) {
+ out = make_ureg( PROGRAM_OUTPUT, FRAG_RESULT_COLOR );
if (key->separate_specular) {
/* Emit specular add.