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authorEric Anholt <[email protected]>2011-01-12 12:37:08 -0800
committerEric Anholt <[email protected]>2011-03-11 12:55:14 -0800
commit81b34a4e3a7aec9cdf2781757408dc5e9eec79cb (patch)
tree33fc2ffeace0cdae5d6c130e1a281207b8070fee /src/mesa
parentb4452c3baad6e0379eeb7f22f2e51d13999e1323 (diff)
i965: Use the fixed function GLSL program instead of the ARB program.
This gets one more piece of the pipeline onto the new codegen backend. Once ARB_fragment_program can generate GLSL programs, we can nuke the old backend.
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/drivers/dri/i965/brw_fs.cpp6
-rw-r--r--src/mesa/drivers/dri/i965/brw_wm_state.c4
2 files changed, 5 insertions, 5 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_fs.cpp b/src/mesa/drivers/dri/i965/brw_fs.cpp
index ce7959b19de..ba4b508589e 100644
--- a/src/mesa/drivers/dri/i965/brw_fs.cpp
+++ b/src/mesa/drivers/dri/i965/brw_fs.cpp
@@ -1381,7 +1381,7 @@ fs_visitor::visit(ir_texture *ir)
assert(!ir->projector);
sampler = _mesa_get_sampler_uniform_value(ir->sampler,
- ctx->Shader.CurrentFragmentProgram,
+ ctx->Shader._CurrentFragmentProgram,
&brw->fragment_program->Base);
sampler = c->fp->program.Base.SamplerUnits[sampler];
@@ -3454,7 +3454,7 @@ fs_visitor::generate_code()
if (unlikely(INTEL_DEBUG & DEBUG_WM)) {
printf("Native code for fragment shader %d:\n",
- ctx->Shader.CurrentFragmentProgram->Name);
+ ctx->Shader._CurrentFragmentProgram->Name);
}
foreach_iter(exec_list_iterator, iter, this->instructions) {
@@ -3723,7 +3723,7 @@ brw_wm_fs_emit(struct brw_context *brw, struct brw_wm_compile *c)
{
struct intel_context *intel = &brw->intel;
struct gl_context *ctx = &intel->ctx;
- struct gl_shader_program *prog = ctx->Shader.CurrentFragmentProgram;
+ struct gl_shader_program *prog = ctx->Shader._CurrentFragmentProgram;
if (!prog)
return GL_FALSE;
diff --git a/src/mesa/drivers/dri/i965/brw_wm_state.c b/src/mesa/drivers/dri/i965/brw_wm_state.c
index 5b5afc4626b..8d67b97edf3 100644
--- a/src/mesa/drivers/dri/i965/brw_wm_state.c
+++ b/src/mesa/drivers/dri/i965/brw_wm_state.c
@@ -131,9 +131,9 @@ wm_unit_populate_key(struct brw_context *brw, struct brw_wm_unit_key *key)
/* If using the fragment shader backend, the program is always
* 8-wide.
*/
- if (ctx->Shader.CurrentFragmentProgram) {
+ if (ctx->Shader._CurrentFragmentProgram) {
struct brw_shader *shader = (struct brw_shader *)
- ctx->Shader.CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT];
+ ctx->Shader._CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT];
if (shader != NULL && shader->ir != NULL) {
key->is_glsl = GL_TRUE;