diff options
Diffstat (limited to 'src/mesa/state_tracker/st_cb_bitmap.c')
-rw-r--r-- | src/mesa/state_tracker/st_cb_bitmap.c | 24 |
1 files changed, 18 insertions, 6 deletions
diff --git a/src/mesa/state_tracker/st_cb_bitmap.c b/src/mesa/state_tracker/st_cb_bitmap.c index 694104f9cf..73645201cc 100644 --- a/src/mesa/state_tracker/st_cb_bitmap.c +++ b/src/mesa/state_tracker/st_cb_bitmap.c @@ -219,11 +219,6 @@ combined_bitmap_fragment_program(GLcontext *ctx) st_translate_fragment_program(st, stfp->bitmap_program, NULL); } - /* Ideally we'd have updated the pipe constants during the normal - * st/atom mechanism. But we can't since this is specific to glBitmap. - */ - st_upload_constants(st, stfp->Base.Base.Parameters, PIPE_SHADER_FRAGMENT); - return stfp->bitmap_program; } @@ -442,6 +437,22 @@ draw_bitmap_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z, stfp = combined_bitmap_fragment_program(ctx); + /* As an optimization, Mesa's fragment programs will sometimes get the + * primary color from a statevar/constant rather than a varying variable. + * when that's the case, we need to ensure that we use the 'color' + * parameter and not the current attribute color (which may have changed + * through glRasterPos and state validation. + * So, we force the proper color here. Not elegant, but it works. + */ + { + GLfloat colorSave[4]; + COPY_4V(colorSave, ctx->Current.Attrib[VERT_ATTRIB_COLOR0]); + COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], color); + st_upload_constants(st, stfp->Base.Base.Parameters, PIPE_SHADER_FRAGMENT); + COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], colorSave); + } + + /* limit checks */ /* XXX if the bitmap is larger than the max texture size, break * it up into chunks. @@ -476,7 +487,8 @@ draw_bitmap_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z, samplers[i] = &st->state.samplers[i]; } samplers[stfp->bitmap_sampler] = &st->bitmap.sampler; - cso_set_samplers(cso, num, (const struct pipe_sampler_state **) samplers); } + cso_set_samplers(cso, num, (const struct pipe_sampler_state **) samplers); + } /* user textures, plus the bitmap texture */ { |