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authorBrian Paul <[email protected]>2003-03-15 17:33:25 +0000
committerBrian Paul <[email protected]>2003-03-15 17:33:25 +0000
commit350353adcd75f94fda63c787c86961716114e0bf (patch)
treed91f40c8a2d55f4f0e3e12d14dc075a8af83b92e /src/mesa/main/state.c
parentadd99d01ee7bf22e87c2c13b3476f6d70d0b3a7d (diff)
Fix up some fragment program texture enable issues.
Implemented TXD instruction.
Diffstat (limited to 'src/mesa/main/state.c')
-rw-r--r--src/mesa/main/state.c27
1 files changed, 18 insertions, 9 deletions
diff --git a/src/mesa/main/state.c b/src/mesa/main/state.c
index 1051bda11da..f4f6a1cb6ef 100644
--- a/src/mesa/main/state.c
+++ b/src/mesa/main/state.c
@@ -1,4 +1,4 @@
-/* $Id: state.c,v 1.99 2003/03/01 01:50:22 brianp Exp $ */
+/* $Id: state.c,v 1.100 2003/03/15 17:33:26 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -813,17 +813,26 @@ update_texture_state( GLcontext *ctx )
*/
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+ GLuint enableBits;
texUnit->_ReallyEnabled = 0;
texUnit->_GenFlags = 0;
- if (!texUnit->Enabled)
- continue;
+ /* Get the bitmask of texture enables */
+ if (ctx->FragmentProgram.Enabled && ctx->FragmentProgram.Current) {
+ enableBits = ctx->FragmentProgram.Current->TexturesUsed[unit];
+ }
+ else {
+ if (!texUnit->Enabled)
+ continue;
+ enableBits = texUnit->Enabled;
+ }
/* Look for the highest-priority texture target that's enabled and
- * complete. That's the one we'll use for texturing.
+ * complete. That's the one we'll use for texturing. If we're using
+ * a fragment program we're guaranteed that bitcount(enabledBits) <= 1.
*/
- if (texUnit->Enabled & TEXTURE_CUBE_BIT) {
+ if (enableBits & TEXTURE_CUBE_BIT) {
struct gl_texture_object *texObj = texUnit->CurrentCubeMap;
if (!texObj->Complete) {
_mesa_test_texobj_completeness(ctx, texObj);
@@ -834,7 +843,7 @@ update_texture_state( GLcontext *ctx )
}
}
- if (!texUnit->_ReallyEnabled && (texUnit->Enabled & TEXTURE_3D_BIT)) {
+ if (!texUnit->_ReallyEnabled && (enableBits & TEXTURE_3D_BIT)) {
struct gl_texture_object *texObj = texUnit->Current3D;
if (!texObj->Complete) {
_mesa_test_texobj_completeness(ctx, texObj);
@@ -845,7 +854,7 @@ update_texture_state( GLcontext *ctx )
}
}
- if (!texUnit->_ReallyEnabled && (texUnit->Enabled & TEXTURE_RECT_BIT)) {
+ if (!texUnit->_ReallyEnabled && (enableBits & TEXTURE_RECT_BIT)) {
struct gl_texture_object *texObj = texUnit->CurrentRect;
if (!texObj->Complete) {
_mesa_test_texobj_completeness(ctx, texObj);
@@ -856,7 +865,7 @@ update_texture_state( GLcontext *ctx )
}
}
- if (!texUnit->_ReallyEnabled && (texUnit->Enabled & TEXTURE_2D_BIT)) {
+ if (!texUnit->_ReallyEnabled && (enableBits & TEXTURE_2D_BIT)) {
struct gl_texture_object *texObj = texUnit->Current2D;
if (!texObj->Complete) {
_mesa_test_texobj_completeness(ctx, texObj);
@@ -867,7 +876,7 @@ update_texture_state( GLcontext *ctx )
}
}
- if (!texUnit->_ReallyEnabled && (texUnit->Enabled & TEXTURE_1D_BIT)) {
+ if (!texUnit->_ReallyEnabled && (enableBits & TEXTURE_1D_BIT)) {
struct gl_texture_object *texObj = texUnit->Current1D;
if (!texObj->Complete) {
_mesa_test_texobj_completeness(ctx, texObj);