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authorGregory Hainaut <[email protected]>2013-05-03 19:44:10 +0200
committerIan Romanick <[email protected]>2014-03-25 10:25:25 -0700
commitc03477050a6f51e601f75cb3c061a3e16a5b7171 (patch)
treea39b3a0ad845e232612a6dbb305083e585f643bb /src/mesa/main/state.c
parentb2bddaf7a000bf9830a7947b18d8e31fb25353ae (diff)
mesa/sso: rename Shader to the pointer _Shader
Basically a sed but shaderapi.c and get.c. get.c => GL_CURRENT_PROGAM always refer to the "old" UseProgram behavior shaderapi.c => the old api stil update the Shader object directly V2: formatting improvement V3 (idr): * Rebase fixes after a block of code was moved from ir_to_mesa.cpp to shaderapi.c. * Trivial reformatting. Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src/mesa/main/state.c')
-rw-r--r--src/mesa/main/state.c14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/mesa/main/state.c b/src/mesa/main/state.c
index 0866a140f49..c122c16aae3 100644
--- a/src/mesa/main/state.c
+++ b/src/mesa/main/state.c
@@ -95,11 +95,11 @@ static GLbitfield
update_program(struct gl_context *ctx)
{
const struct gl_shader_program *vsProg =
- ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX];
+ ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
const struct gl_shader_program *gsProg =
- ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY];
+ ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
struct gl_shader_program *fsProg =
- ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT];
+ ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
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;
@@ -125,7 +125,7 @@ update_program(struct gl_context *ctx)
&& fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
/* Use GLSL fragment shader */
_mesa_reference_shader_program(ctx,
- &ctx->Shader._CurrentFragmentProgram,
+ &ctx->_Shader->_CurrentFragmentProgram,
fsProg);
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
gl_fragment_program(fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
@@ -135,7 +135,7 @@ update_program(struct gl_context *ctx)
else if (ctx->FragmentProgram._Enabled) {
/* Use user-defined fragment program */
_mesa_reference_shader_program(ctx,
- &ctx->Shader._CurrentFragmentProgram,
+ &ctx->_Shader->_CurrentFragmentProgram,
NULL);
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
ctx->FragmentProgram.Current);
@@ -147,7 +147,7 @@ update_program(struct gl_context *ctx)
struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);
_mesa_reference_shader_program(ctx,
- &ctx->Shader._CurrentFragmentProgram,
+ &ctx->_Shader->_CurrentFragmentProgram,
f);
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
gl_fragment_program(f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
@@ -310,7 +310,7 @@ update_multisample(struct gl_context *ctx)
static void
update_twoside(struct gl_context *ctx)
{
- if (ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX] ||
+ if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] ||
ctx->VertexProgram._Enabled) {
ctx->VertexProgram._TwoSideEnabled = ctx->VertexProgram.TwoSideEnabled;
} else {