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author | Gregory Hainaut <gregory.hainaut@gmail.com> | 2013-06-28 17:18:35 -0700 |
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committer | Ian Romanick <ian.d.romanick@intel.com> | 2014-03-25 10:25:25 -0700 |
commit | 4caa9db71ce05dc2cc86177ca42655c2011fbe4a (patch) | |
tree | 525a073f1192e185ba35fdb8f3610fd213d7c02a /src/mesa/drivers/common | |
parent | de4f85f52d0002cfd0105e932141cfdb108f1a61 (diff) | |
download | external_mesa3d-4caa9db71ce05dc2cc86177ca42655c2011fbe4a.zip external_mesa3d-4caa9db71ce05dc2cc86177ca42655c2011fbe4a.tar.gz external_mesa3d-4caa9db71ce05dc2cc86177ca42655c2011fbe4a.tar.bz2 |
mesa/sso: Add gl_pipeline_object parameter to _mesa_use_shader_program
Extend use_shader_program to support a different target. Allow to reuse the
function to update the pipeline state. Note I bypass the flush when target
isn't current. Maybe it would be better to create a new UseProgramStages
driver function
This was originally included in another patch, but it was split out by
Ian Romanick.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Diffstat (limited to 'src/mesa/drivers/common')
-rw-r--r-- | src/mesa/drivers/common/meta.c | 9 |
1 files changed, 6 insertions, 3 deletions
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c index dbc6ab2..acf927b 100644 --- a/src/mesa/drivers/common/meta.c +++ b/src/mesa/drivers/common/meta.c @@ -899,16 +899,19 @@ _mesa_meta_end(struct gl_context *ctx) if (ctx->Extensions.ARB_vertex_shader) { _mesa_use_shader_program(ctx, GL_VERTEX_SHADER, - save->Shader[MESA_SHADER_VERTEX]); + save->Shader[MESA_SHADER_VERTEX], + ctx->_Shader); } if (_mesa_has_geometry_shaders(ctx)) _mesa_use_shader_program(ctx, GL_GEOMETRY_SHADER_ARB, - save->Shader[MESA_SHADER_GEOMETRY]); + save->Shader[MESA_SHADER_GEOMETRY], + ctx->_Shader); if (ctx->Extensions.ARB_fragment_shader) _mesa_use_shader_program(ctx, GL_FRAGMENT_SHADER, - save->Shader[MESA_SHADER_FRAGMENT]); + save->Shader[MESA_SHADER_FRAGMENT], + ctx->_Shader); _mesa_reference_shader_program(ctx, &ctx->_Shader->ActiveProgram, save->ActiveShader); |