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authorKeith Whitwell <[email protected]>2005-05-04 11:44:44 +0000
committerKeith Whitwell <[email protected]>2005-05-04 11:44:44 +0000
commit47b29f511a8e917c65536fde90397d54d2ad23d3 (patch)
treec8db61607defe55b4540af3e4614df9831d2021d /src/mesa/swrast/s_triangle.c
parentc3f764f7bb5a0571ddb0bc8b37aff9d663188d79 (diff)
Add a facility to route all rasterization through a fragment program
which is automatically generated to match the current texture environment state. Introduces a new value ctx->FragmentProgram._Active which is true when either _Enabled is true or there is such a fragment program ready to run. To test out on a driver running the software rasterizer, set MESA_TEX_PROG=t in the environment. It goes without saying that performance is lower for the software rasterizer in this mode.
Diffstat (limited to 'src/mesa/swrast/s_triangle.c')
-rw-r--r--src/mesa/swrast/s_triangle.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/mesa/swrast/s_triangle.c b/src/mesa/swrast/s_triangle.c
index c236e525709..4533980455e 100644
--- a/src/mesa/swrast/s_triangle.c
+++ b/src/mesa/swrast/s_triangle.c
@@ -1075,7 +1075,7 @@ _swrast_choose_triangle( GLcontext *ctx )
}
}
- if (ctx->Texture._EnabledCoordUnits || ctx->FragmentProgram._Enabled) {
+ if (ctx->Texture._EnabledCoordUnits || ctx->FragmentProgram._Active) {
/* Ugh, we do a _lot_ of tests to pick the best textured tri func */
const struct gl_texture_object *texObj2D;
const struct gl_texture_image *texImg;
@@ -1090,7 +1090,7 @@ _swrast_choose_triangle( GLcontext *ctx )
/* First see if we can use an optimized 2-D texture function */
if (ctx->Texture._EnabledCoordUnits == 0x1
- && !ctx->FragmentProgram._Enabled
+ && !ctx->FragmentProgram._Active
&& ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
&& texObj2D->WrapS == GL_REPEAT
&& texObj2D->WrapT == GL_REPEAT