mesa: fix generation of fixed function state when no vp exists
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26c8593093
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16340f8d4d
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@ -206,56 +206,54 @@ update_program(GLcontext *ctx)
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_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
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if (shProg && shProg->LinkStatus) {
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if (shProg && shProg->LinkStatus && shProg->FragmentProgram) {
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/* Use shader programs */
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/* XXX this isn't quite right, since we may have either a vertex
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* _or_ fragment shader (not always both).
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*/
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_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
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shProg->VertexProgram);
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_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
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shProg->FragmentProgram);
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}
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else {
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if (ctx->FragmentProgram._Enabled) {
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/* use user-defined vertex program */
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_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
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ctx->FragmentProgram.Current);
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}
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else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
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/* Use fragment program generated from fixed-function state.
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*/
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_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
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_mesa_get_fixed_func_fragment_program(ctx));
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_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
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ctx->FragmentProgram._Current);
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}
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else {
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/* no fragment program */
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_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
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}
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/* Examine vertex program after fragment program as
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* _mesa_get_fixed_func_vertex_program() needs to know active
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* fragprog inputs.
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else if (ctx->FragmentProgram._Enabled) {
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/* use user-defined vertex program */
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_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
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ctx->FragmentProgram.Current);
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}
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else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
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/* Use fragment program generated from fixed-function state.
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*/
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if (ctx->VertexProgram._Enabled) {
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/* use user-defined vertex program */
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_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
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ctx->VertexProgram.Current);
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}
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else if (ctx->VertexProgram._MaintainTnlProgram) {
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/* Use vertex program generated from fixed-function state.
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*/
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_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
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_mesa_get_fixed_func_vertex_program(ctx));
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_mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
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ctx->VertexProgram._Current);
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}
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else {
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/* no vertex program */
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_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
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}
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_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
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_mesa_get_fixed_func_fragment_program(ctx));
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_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
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ctx->FragmentProgram._Current);
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}
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else {
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/* no fragment program */
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_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
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}
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/* Examine vertex program after fragment program as
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* _mesa_get_fixed_func_vertex_program() needs to know active
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* fragprog inputs.
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*/
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if (shProg && shProg->LinkStatus && shProg->VertexProgram) {
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/* Use shader programs */
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_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
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shProg->VertexProgram);
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}
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else if (ctx->VertexProgram._Enabled) {
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/* use user-defined vertex program */
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_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
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ctx->VertexProgram.Current);
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}
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else if (ctx->VertexProgram._MaintainTnlProgram) {
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/* Use vertex program generated from fixed-function state.
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*/
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_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
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_mesa_get_fixed_func_vertex_program(ctx));
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_mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
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ctx->VertexProgram._Current);
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}
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else {
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/* no vertex program */
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_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
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}
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/* XXX: get rid of _Active flag.
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