Disable vertex shader fog, compute fog in fragment shader.
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parent
07f31a29b4
commit
3bf8d2ac71
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@ -1097,15 +1097,21 @@ create_new_program(GLcontext *ctx, struct state_key *key,
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ASSERT(p.program->Base.NumInstructions <= MAX_INSTRUCTIONS);
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/* Allocate final instruction array */
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program->Base.Instructions
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= _mesa_alloc_instructions(program->Base.NumInstructions);
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if (!program->Base.Instructions) {
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p.program->Base.Instructions
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= _mesa_alloc_instructions(p.program->Base.NumInstructions);
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if (!p.program->Base.Instructions) {
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_mesa_error(ctx, GL_OUT_OF_MEMORY,
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"generating tex env program");
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return;
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}
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_mesa_copy_instructions(program->Base.Instructions, instBuffer,
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program->Base.NumInstructions);
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_mesa_copy_instructions(p.program->Base.Instructions, instBuffer,
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p.program->Base.NumInstructions);
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if (p.program->FogOption) {
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_mesa_append_fog_code(ctx, p.program);
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p.program->FogOption = GL_NONE;
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}
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/* Notify driver the fragment program has (actually) changed.
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*/
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@ -26,6 +26,8 @@
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**************************************************************************/
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#include "main/imports.h"
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#include "main/extensions.h"
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#include "tnl/tnl.h"
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#include "vbo/vbo.h"
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#include "st_public.h"
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#include "st_context.h"
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@ -98,6 +100,9 @@ struct st_context *st_create_context( GLcontext *ctx,
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/* XXXX This is temporary! */
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_mesa_enable_sw_extensions(ctx);
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/* we'll always do per-pixel fog in the fragment shader */
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_tnl_allow_vertex_fog(ctx, GL_FALSE);
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return st;
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}
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