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authorMichal Krol <mjkrol@gmail.org>2006-03-21 10:37:40 +0000
committerMichal Krol <mjkrol@gmail.org>2006-03-21 10:37:40 +0000
commit071357096e682e9af59ad45ea5abc444ab431837 (patch)
tree99fba2183fe97981f7c309d99b206b39e43f5bec /src/mesa/main/texstate.c
parent519b23b21f9cd6945fd17cdb26e7a6f531cdeec0 (diff)
GLSL fixes:
- generate error on NULL pointers in glShaderSourceARB; - reinstall program object, if current, in glLinkProgramARB; - vertex and fragment shaders are optional in program object; - floor asm was wrongly computed for x86 back-end; - allow for (void) idiom in function prototypes; - all fixed-state uniforms are updated; - local variable initializers are working; - implement texture* and shadow* functions for vertex processor; - generate error if too many arguments in general constructor; - trim unused data in general constructor; - struct r-value field select was badly relocated; Changes: - add derived state gl_fog_attrib::_Scale; - add derived state gl_light::_CosCutoffNeg;
Diffstat (limited to 'src/mesa/main/texstate.c')
-rw-r--r--src/mesa/main/texstate.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/mesa/main/texstate.c b/src/mesa/main/texstate.c
index a8cb8a7bcf..5de5f6815a 100644
--- a/src/mesa/main/texstate.c
+++ b/src/mesa/main/texstate.c
@@ -2812,7 +2812,7 @@ update_texture_state( GLcontext *ctx )
* uniform sampler changes, so maybe there is a better place to perform these rather
* expensive computations.
*/
- if (prog != NULL) {
+ if (ctx->ShaderObjects._FragmentShaderPresent) {
(**prog).GetTextureImageUsage (prog, progteximageusage);
}
@@ -2829,7 +2829,7 @@ update_texture_state( GLcontext *ctx )
texUnit->_GenFlags = 0;
/* Get the bitmask of texture enables */
- if (prog != NULL) {
+ if (ctx->ShaderObjects._FragmentShaderPresent) {
enableBits = progteximageusage[unit];
}
else if (ctx->FragmentProgram._Enabled) {
@@ -2948,7 +2948,7 @@ update_texture_state( GLcontext *ctx )
/* Fragment programs may need texture coordinates but not the
* corresponding texture images.
*/
- if (prog != NULL) {
+ if (ctx->ShaderObjects.CurrentProgram != NULL) {
ctx->Texture._EnabledCoordUnits |= (1 << ctx->Const.MaxTextureCoordUnits) - 1;
}
else if (ctx->FragmentProgram._Enabled) {