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authorBrian Paul <[email protected]>2009-03-02 11:00:28 -0700
committerBrian Paul <[email protected]>2009-03-02 11:01:16 -0700
commit07e50058a5699fc9279de6bf5d1449d52ccdc476 (patch)
tree14a6e1eb9f698b9ff2cfad02b03fe23262a71ea0 /src/mesa
parente68208f26260e5c964bc1c8674c722d0d60db3ee (diff)
swrast: use _EnabledCoordUnits for fixed-function texturing
Using _EnabledUnits was wrong because it included vertex texture units. This change plus the prev commit fixes occasional failures of glean/glsl1 vertex texture test failure.
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/swrast/s_span.c4
-rw-r--r--src/mesa/swrast/s_triangle.c12
2 files changed, 8 insertions, 8 deletions
diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c
index ab7b82b19d9..43e0721ec94 100644
--- a/src/mesa/swrast/s_span.c
+++ b/src/mesa/swrast/s_span.c
@@ -1211,7 +1211,7 @@ shade_texture_span(GLcontext *ctx, SWspan *span)
_swrast_exec_fragment_shader(ctx, span);
}
}
- else if (ctx->Texture._EnabledUnits) {
+ else if (ctx->Texture._EnabledCoordUnits) {
/* conventional texturing */
#if CHAN_BITS == 32
@@ -1250,7 +1250,7 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span)
void * const origRgba = span->array->rgba;
const GLboolean shader = (ctx->FragmentProgram._Current
|| ctx->ATIFragmentShader._Enabled);
- const GLboolean shaderOrTexture = shader || ctx->Texture._EnabledUnits;
+ const GLboolean shaderOrTexture = shader || ctx->Texture._EnabledCoordUnits;
struct gl_framebuffer *fb = ctx->DrawBuffer;
/*
diff --git a/src/mesa/swrast/s_triangle.c b/src/mesa/swrast/s_triangle.c
index ab08b7325a5..c97cd4dfe76 100644
--- a/src/mesa/swrast/s_triangle.c
+++ b/src/mesa/swrast/s_triangle.c
@@ -266,7 +266,7 @@ affine_span(GLcontext *ctx, SWspan *span,
struct affine_info *info)
{
GLchan sample[4]; /* the filtered texture sample */
- const GLuint texEnableSave = ctx->Texture._EnabledUnits;
+ const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
/* Instead of defining a function for each mode, a test is done
* between the outer and inner loops. This is to reduce code size
@@ -397,7 +397,7 @@ affine_span(GLcontext *ctx, SWspan *span,
GLchan *dest = span->array->rgba[0];
/* Disable tex units so they're not re-applied in swrast_write_rgba_span */
- ctx->Texture._EnabledUnits = 0x0;
+ ctx->Texture._EnabledCoordUnits = 0x0;
span->intTex[0] -= FIXED_HALF;
span->intTex[1] -= FIXED_HALF;
@@ -504,7 +504,7 @@ affine_span(GLcontext *ctx, SWspan *span,
_swrast_write_rgba_span(ctx, span);
/* re-enable texture units */
- ctx->Texture._EnabledUnits = texEnableSave;
+ ctx->Texture._EnabledCoordUnits = texEnableSave;
#undef SPAN_NEAREST
#undef SPAN_LINEAR
@@ -664,8 +664,8 @@ fast_persp_span(GLcontext *ctx, SWspan *span,
GLfloat tex_coord[3], tex_step[3];
GLchan *dest = span->array->rgba[0];
- const GLuint savedTexEnable = ctx->Texture._EnabledUnits;
- ctx->Texture._EnabledUnits = 0;
+ const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
+ ctx->Texture._EnabledCoordUnits = 0;
tex_coord[0] = span->attrStart[FRAG_ATTRIB_TEX0][0] * (info->smask + 1);
tex_step[0] = span->attrStepX[FRAG_ATTRIB_TEX0][0] * (info->smask + 1);
@@ -778,7 +778,7 @@ fast_persp_span(GLcontext *ctx, SWspan *span,
#undef SPAN_LINEAR
/* restore state */
- ctx->Texture._EnabledUnits = savedTexEnable;
+ ctx->Texture._EnabledCoordUnits = texEnableSave;
}