summaryrefslogtreecommitdiffstats
path: root/src/mesa/drivers/dri/i915/i915_context.c
diff options
context:
space:
mode:
Diffstat (limited to 'src/mesa/drivers/dri/i915/i915_context.c')
-rw-r--r--src/mesa/drivers/dri/i915/i915_context.c52
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;