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authorStefan Dösinger <[email protected]>2012-12-05 23:08:21 +0100
committerAlex Deucher <[email protected]>2012-12-06 11:37:24 -0500
commitd8069b7603c368c59e7a605d696d2bd65ad414f6 (patch)
treec9b5476205c1f4fe39d31b680cf194251f1c81de /src/mesa/drivers
parentf6a4e1bc1eb3df1e9172474b60cf9fce571e35d1 (diff)
meta: Disable GL_FRAGMENT_SHADER_ATI in MESA_META_SHADER
Fixes clears in Wine on r200. NOTE: This is a candidate for stable release branches. Reviewed-by: Ian Romanick <[email protected]> Signed-off-by: Alex Deucher <[email protected]>
Diffstat (limited to 'src/mesa/drivers')
-rw-r--r--src/mesa/drivers/common/meta.c11
1 files changed, 11 insertions, 0 deletions
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index d5e8af3c0a6..ad21fa863d3 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -133,6 +133,7 @@ struct save_state
struct gl_vertex_program *VertexProgram;
GLboolean FragmentProgramEnabled;
struct gl_fragment_program *FragmentProgram;
+ GLboolean ATIFragmentShaderEnabled;
struct gl_shader_program *VertexShader;
struct gl_shader_program *GeometryShader;
struct gl_shader_program *FragmentShader;
@@ -594,6 +595,11 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
_mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_FALSE);
}
+ if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ATI_fragment_shader) {
+ save->ATIFragmentShaderEnabled = ctx->ATIFragmentShader.Enabled;
+ _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE);
+ }
+
if (ctx->Extensions.ARB_shader_objects) {
_mesa_reference_shader_program(ctx, &save->VertexShader,
ctx->Shader.CurrentVertexProgram);
@@ -914,6 +920,11 @@ _mesa_meta_end(struct gl_context *ctx)
_mesa_reference_fragprog(ctx, &save->FragmentProgram, NULL);
}
+ if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ATI_fragment_shader) {
+ _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI,
+ save->ATIFragmentShaderEnabled);
+ }
+
if (ctx->Extensions.ARB_vertex_shader)
_mesa_use_shader_program(ctx, GL_VERTEX_SHADER, save->VertexShader);