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-rw-r--r--src/mesa/swrast/s_fragprog.c16
-rw-r--r--src/mesa/swrast/s_texfilter.c20
2 files changed, 17 insertions, 19 deletions
diff --git a/src/mesa/swrast/s_fragprog.c b/src/mesa/swrast/s_fragprog.c
index e47dbbdaf35..f5ffe41fc19 100644
--- a/src/mesa/swrast/s_fragprog.c
+++ b/src/mesa/swrast/s_fragprog.c
@@ -26,6 +26,7 @@
#include "colormac.h"
#include "context.h"
#include "prog_instruction.h"
+#include "texstate.h"
#include "s_fragprog.h"
#include "s_span.h"
@@ -199,6 +200,7 @@ void
_swrast_exec_fragment_program( GLcontext *ctx, SWspan *span )
{
const struct gl_fragment_program *program = ctx->FragmentProgram._Current;
+ GLuint i;
/* incoming colors should be floats */
if (program->Base.InputsRead & FRAG_BIT_COL0) {
@@ -207,8 +209,22 @@ _swrast_exec_fragment_program( GLcontext *ctx, SWspan *span )
ctx->_CurrentProgram = GL_FRAGMENT_PROGRAM_ARB; /* or NV, doesn't matter */
+ for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
+ if (ctx->Texture.Unit[i]._Current != NULL) {
+ _mesa_update_texture_compare_function(ctx->Texture.Unit[i]._Current,
+ GL_TRUE);
+ }
+ }
+
run_program(ctx, span, 0, span->end);
+ for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
+ if (ctx->Texture.Unit[i]._Current != NULL) {
+ _mesa_update_texture_compare_function(ctx->Texture.Unit[i]._Current,
+ GL_FALSE);
+ }
+ }
+
if (program->Base.OutputsWritten & (1 << FRAG_RESULT_COLR)) {
span->interpMask &= ~SPAN_RGBA;
span->arrayMask |= SPAN_RGBA;
diff --git a/src/mesa/swrast/s_texfilter.c b/src/mesa/swrast/s_texfilter.c
index 2c8e443daf9..d4516f6faa8 100644
--- a/src/mesa/swrast/s_texfilter.c
+++ b/src/mesa/swrast/s_texfilter.c
@@ -2893,25 +2893,7 @@ sample_depth_texture( GLcontext *ctx,
/* XXXX if tObj->MinFilter != tObj->MagFilter, we're ignoring lambda */
- /* XXX this could be precomputed and saved in the texture object */
- if (tObj->CompareFlag) {
- /* GL_SGIX_shadow */
- if (tObj->CompareOperator == GL_TEXTURE_LEQUAL_R_SGIX) {
- function = GL_LEQUAL;
- }
- else {
- ASSERT(tObj->CompareOperator == GL_TEXTURE_GEQUAL_R_SGIX);
- function = GL_GEQUAL;
- }
- }
- else if (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) {
- /* GL_ARB_shadow */
- function = tObj->CompareFunc;
- }
- else {
- function = GL_NONE; /* pass depth through as grayscale */
- }
-
+ function = tObj->_Function;
if (tObj->MagFilter == GL_NEAREST) {
GLuint i;
for (i = 0; i < n; i++) {