From: Brian Date: Tue, 25 Sep 2007 21:18:51 +0000 (-0600) Subject: Disable vertex shader fog, compute fog in fragment shader. X-Git-Tag: 062012170305~17580^2~390^2~4027 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=3bf8d2ac7108a7f0f1722e411161e013bb8573f0;p=profile%2Fivi%2Fmesa.git Disable vertex shader fog, compute fog in fragment shader. --- diff --git a/src/mesa/main/texenvprogram.c b/src/mesa/main/texenvprogram.c index 37f8fc8..48c28d4 100644 --- a/src/mesa/main/texenvprogram.c +++ b/src/mesa/main/texenvprogram.c @@ -1097,15 +1097,21 @@ create_new_program(GLcontext *ctx, struct state_key *key, ASSERT(p.program->Base.NumInstructions <= MAX_INSTRUCTIONS); /* Allocate final instruction array */ - program->Base.Instructions - = _mesa_alloc_instructions(program->Base.NumInstructions); - if (!program->Base.Instructions) { + p.program->Base.Instructions + = _mesa_alloc_instructions(p.program->Base.NumInstructions); + if (!p.program->Base.Instructions) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "generating tex env program"); return; } - _mesa_copy_instructions(program->Base.Instructions, instBuffer, - program->Base.NumInstructions); + _mesa_copy_instructions(p.program->Base.Instructions, instBuffer, + p.program->Base.NumInstructions); + + if (p.program->FogOption) { + _mesa_append_fog_code(ctx, p.program); + p.program->FogOption = GL_NONE; + } + /* Notify driver the fragment program has (actually) changed. */ diff --git a/src/mesa/state_tracker/st_context.c b/src/mesa/state_tracker/st_context.c index e0304dd..7c20b03 100644 --- a/src/mesa/state_tracker/st_context.c +++ b/src/mesa/state_tracker/st_context.c @@ -26,6 +26,8 @@ **************************************************************************/ #include "main/imports.h" +#include "main/extensions.h" +#include "tnl/tnl.h" #include "vbo/vbo.h" #include "st_public.h" #include "st_context.h" @@ -98,6 +100,9 @@ struct st_context *st_create_context( GLcontext *ctx, /* XXXX This is temporary! */ _mesa_enable_sw_extensions(ctx); + /* we'll always do per-pixel fog in the fragment shader */ + _tnl_allow_vertex_fog(ctx, GL_FALSE); + return st; }