diff options
Diffstat (limited to 'src/mesa/drivers/dri/i915/i915_context.c')
-rw-r--r-- | src/mesa/drivers/dri/i915/i915_context.c | 52 |
1 files changed, 26 insertions, 26 deletions
diff --git a/src/mesa/drivers/dri/i915/i915_context.c b/src/mesa/drivers/dri/i915/i915_context.c index 23890439ca5..c30eed95266 100644 --- a/src/mesa/drivers/dri/i915/i915_context.c +++ b/src/mesa/drivers/dri/i915/i915_context.c @@ -192,14 +192,14 @@ i915CreateContext(int api, FALLBACK(intel, INTEL_FALLBACK_USER, 1); ctx->Const.MaxTextureUnits = I915_TEX_UNITS; - ctx->Const.FragmentProgram.MaxTextureImageUnits = I915_TEX_UNITS; + ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = I915_TEX_UNITS; ctx->Const.MaxTextureCoordUnits = I915_TEX_UNITS; ctx->Const.MaxVarying = I915_TEX_UNITS; - ctx->Const.VertexProgram.MaxOutputComponents = - ctx->Const.FragmentProgram.MaxInputComponents = ctx->Const.MaxVarying * 4; + ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = + ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = ctx->Const.MaxVarying * 4; ctx->Const.MaxCombinedTextureImageUnits = - ctx->Const.VertexProgram.MaxTextureImageUnits + - ctx->Const.FragmentProgram.MaxTextureImageUnits; + ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits + + ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits; /* Advertise the full hardware capabilities. The new memory * manager should cope much better with overload situations: @@ -217,33 +217,33 @@ i915CreateContext(int api, * instruction can translate to more than one HW instruction, so * we'll still have to check and fallback each time. */ - ctx->Const.FragmentProgram.MaxNativeTemps = I915_MAX_TEMPORARY; - ctx->Const.FragmentProgram.MaxNativeAttribs = 11; /* 8 tex, 2 color, fog */ - ctx->Const.FragmentProgram.MaxNativeParameters = I915_MAX_CONSTANT; - ctx->Const.FragmentProgram.MaxNativeAluInstructions = I915_MAX_ALU_INSN; - ctx->Const.FragmentProgram.MaxNativeTexInstructions = I915_MAX_TEX_INSN; - ctx->Const.FragmentProgram.MaxNativeInstructions = (I915_MAX_ALU_INSN + + ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTemps = I915_MAX_TEMPORARY; + ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAttribs = 11; /* 8 tex, 2 color, fog */ + ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeParameters = I915_MAX_CONSTANT; + ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAluInstructions = I915_MAX_ALU_INSN; + ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTexInstructions = I915_MAX_TEX_INSN; + ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeInstructions = (I915_MAX_ALU_INSN + I915_MAX_TEX_INSN); - ctx->Const.FragmentProgram.MaxNativeTexIndirections = + ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTexIndirections = I915_MAX_TEX_INDIRECT; - ctx->Const.FragmentProgram.MaxNativeAddressRegs = 0; /* I don't think we have one */ - ctx->Const.FragmentProgram.MaxEnvParams = - MIN2(ctx->Const.FragmentProgram.MaxNativeParameters, - ctx->Const.FragmentProgram.MaxEnvParams); + ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAddressRegs = 0; /* I don't think we have one */ + ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxEnvParams = + MIN2(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeParameters, + ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxEnvParams); /* i915 stores all values in single-precision floats. Values aren't set * for other program targets because software is used for those targets. */ - ctx->Const.FragmentProgram.MediumFloat.RangeMin = 127; - ctx->Const.FragmentProgram.MediumFloat.RangeMax = 127; - ctx->Const.FragmentProgram.MediumFloat.Precision = 23; - ctx->Const.FragmentProgram.LowFloat = ctx->Const.FragmentProgram.HighFloat = - ctx->Const.FragmentProgram.MediumFloat; - ctx->Const.FragmentProgram.MediumInt.RangeMin = 24; - ctx->Const.FragmentProgram.MediumInt.RangeMax = 24; - ctx->Const.FragmentProgram.MediumInt.Precision = 0; - ctx->Const.FragmentProgram.LowInt = ctx->Const.FragmentProgram.HighInt = - ctx->Const.FragmentProgram.MediumInt; + ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumFloat.RangeMin = 127; + ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumFloat.RangeMax = 127; + ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumFloat.Precision = 23; + ctx->Const.Program[MESA_SHADER_FRAGMENT].LowFloat = ctx->Const.Program[MESA_SHADER_FRAGMENT].HighFloat = + ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumFloat; + ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt.RangeMin = 24; + ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt.RangeMax = 24; + ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt.Precision = 0; + ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt = ctx->Const.Program[MESA_SHADER_FRAGMENT].HighInt = + ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt; ctx->FragmentProgram._MaintainTexEnvProgram = true; |