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-rw-r--r--src/mesa/swrast/s_span.c23
1 files changed, 21 insertions, 2 deletions
diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c
index e899303537b..8d9f10d9bce 100644
--- a/src/mesa/swrast/s_span.c
+++ b/src/mesa/swrast/s_span.c
@@ -50,6 +50,7 @@
#include "s_stencil.h"
#include "s_texcombine.h"
+#include <stdbool.h>
/**
* Set default fragment attributes for the span using the
@@ -968,7 +969,25 @@ convert_color_type(SWspan *span, GLenum newType, GLuint output)
static inline void
shade_texture_span(struct gl_context *ctx, SWspan *span)
{
- if (ctx->FragmentProgram._Current ||
+ /* This is a hack to work around drivers such as i965 that:
+ *
+ * - Set _MaintainTexEnvProgram to generate GLSL IR for
+ * fixed-function fragment processing.
+ * - Don't call _mesa_ir_link_shader to generate Mesa IR from
+ * the GLSL IR.
+ * - May use swrast to handle glDrawPixels.
+ *
+ * Since _mesa_ir_link_shader is never called, there is no Mesa IR
+ * to execute. Instead do regular fixed-function processing.
+ *
+ * It is also worth noting that the software fixed-function path is
+ * much faster than the software shader path.
+ */
+ const bool use_fragment_program =
+ ctx->FragmentProgram._Current
+ && ctx->FragmentProgram._Current != ctx->FragmentProgram._TexEnvProgram;
+
+ if (use_fragment_program ||
ctx->ATIFragmentShader._Enabled) {
/* programmable shading */
if (span->primitive == GL_BITMAP && span->array->ChanType != GL_FLOAT) {
@@ -997,7 +1016,7 @@ shade_texture_span(struct gl_context *ctx, SWspan *span)
interpolate_wpos(ctx, span);
/* Run fragment program/shader now */
- if (ctx->FragmentProgram._Current) {
+ if (use_fragment_program) {
_swrast_exec_fragment_program(ctx, span);
}
else {