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-rw-r--r--src/mesa/main/state.c65
1 files changed, 41 insertions, 24 deletions
diff --git a/src/mesa/main/state.c b/src/mesa/main/state.c
index 4696dbb526f..7ad50bcaddc 100644
--- a/src/mesa/main/state.c
+++ b/src/mesa/main/state.c
@@ -192,7 +192,10 @@ update_arrays( struct gl_context *ctx )
static void
update_program_enables(struct gl_context *ctx)
{
- /* These _Enabled flags indicate if the program is enabled AND valid. */
+ /* These _Enabled flags indicate if the user-defined ARB/NV vertex/fragment
+ * program is enabled AND valid. Similarly for ATI fragment shaders.
+ * GLSL shaders not relevant here.
+ */
ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
&& ctx->VertexProgram.Current->Base.Instructions;
ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled
@@ -203,11 +206,12 @@ update_program_enables(struct gl_context *ctx)
/**
- * Update vertex/fragment program state. In particular, update these fields:
- * ctx->VertexProgram._Current
- * ctx->VertexProgram._TnlProgram,
- * These point to the highest priority enabled vertex/fragment program or are
- * NULL if fixed-function processing is to be done.
+ * Update the ctx->Vertex/Geometry/FragmentProgram._Current pointers to point
+ * to the current/active programs. Then call ctx->Driver.BindProgram() to
+ * tell the driver which programs to use.
+ *
+ * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
+ * programs or programs derived from fixed-function state.
*
* This function needs to be called after texture state validation in case
* we're generating a fragment program from fixed-function texture state.
@@ -243,34 +247,33 @@ update_program(struct gl_context *ctx)
*/
if (fsProg && fsProg->LinkStatus && fsProg->FragmentProgram) {
- /* Use shader programs */
+ /* Use GLSL fragment shader */
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
fsProg->FragmentProgram);
}
else if (ctx->FragmentProgram._Enabled) {
- /* use user-defined vertex program */
+ /* Use user-defined fragment program */
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
ctx->FragmentProgram.Current);
}
else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
- /* Use fragment program generated from fixed-function state.
- */
+ /* Use fragment program generated from fixed-function state */
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
_mesa_get_fixed_func_fragment_program(ctx));
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
ctx->FragmentProgram._Current);
}
else {
- /* no fragment program */
+ /* No fragment program */
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
}
if (gsProg && gsProg->LinkStatus && gsProg->GeometryProgram) {
- /* Use shader programs */
+ /* Use GLSL geometry shader */
_mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current,
gsProg->GeometryProgram);
} else {
- /* no fragment program */
+ /* No geometry program */
_mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
}
@@ -279,18 +282,17 @@ update_program(struct gl_context *ctx)
* fragprog inputs.
*/
if (vsProg && vsProg->LinkStatus && vsProg->VertexProgram) {
- /* Use shader programs */
+ /* Use GLSL vertex shader */
_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
- vsProg->VertexProgram);
+ vsProg->VertexProgram);
}
else if (ctx->VertexProgram._Enabled) {
- /* use user-defined vertex program */
+ /* Use user-defined vertex program */
_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
ctx->VertexProgram.Current);
}
else if (ctx->VertexProgram._MaintainTnlProgram) {
- /* Use vertex program generated from fixed-function state.
- */
+ /* Use vertex program generated from fixed-function state */
_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
_mesa_get_fixed_func_vertex_program(ctx));
_mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
@@ -416,29 +418,44 @@ update_color(struct gl_context *ctx)
ctx->Color._LogicOpEnabled = _mesa_rgba_logicop_enabled(ctx);
}
+
+/**
+ * Update the ctx->Color._ClampFragmentColor field
+ */
static void
update_clamp_fragment_color(struct gl_context *ctx)
{
- if(ctx->Color.ClampFragmentColor == GL_FIXED_ONLY_ARB)
- ctx->Color._ClampFragmentColor = !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
+ if (ctx->Color.ClampFragmentColor == GL_FIXED_ONLY_ARB)
+ ctx->Color._ClampFragmentColor =
+ !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
else
ctx->Color._ClampFragmentColor = ctx->Color.ClampFragmentColor;
}
+
+/**
+ * Update the ctx->Color._ClampVertexColor field
+ */
static void
update_clamp_vertex_color(struct gl_context *ctx)
{
- if(ctx->Light.ClampVertexColor == GL_FIXED_ONLY_ARB)
- ctx->Light._ClampVertexColor = !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
+ if (ctx->Light.ClampVertexColor == GL_FIXED_ONLY_ARB)
+ ctx->Light._ClampVertexColor =
+ !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
else
ctx->Light._ClampVertexColor = ctx->Light.ClampVertexColor;
}
+
+/**
+ * Update the ctx->Color._ClampReadColor field
+ */
static void
update_clamp_read_color(struct gl_context *ctx)
{
- if(ctx->Color.ClampReadColor == GL_FIXED_ONLY_ARB)
- ctx->Color._ClampReadColor = !ctx->ReadBuffer || !ctx->ReadBuffer->Visual.floatMode;
+ if (ctx->Color.ClampReadColor == GL_FIXED_ONLY_ARB)
+ ctx->Color._ClampReadColor =
+ !ctx->ReadBuffer || !ctx->ReadBuffer->Visual.floatMode;
else
ctx->Color._ClampReadColor = ctx->Color.ClampReadColor;
}