This is a slight simplification on the way to actually generating GLSL fragment shaders. --- src/mesa/main/ff_fragment_shader.cpp | 15 +++------------ 1 files changed, 3 insertions(+), 12 deletions(-)
diff --git a/src/mesa/main/ff_fragment_shader.cpp b/src/mesa/main/ff_fragment_shader.cpp index 7cc1721..f0f5b16 100644 --- a/src/mesa/main/ff_fragment_shader.cpp +++ b/src/mesa/main/ff_fragment_shader.cpp @@ -1427,7 +1427,6 @@ create_new_program(struct gl_context *ctx, struct state_key *key, struct texenv_fragment_program p; GLuint unit; struct ureg cf, out; - int i; memset(&p, 0, sizeof(p)); p.state = key; @@ -1450,12 +1449,8 @@ create_new_program(struct gl_context *ctx, struct state_key *key, p.program->Base.Parameters = _mesa_new_parameter_list(); p.program->Base.InputsRead = 0x0; - if (key->num_draw_buffers == 1) + if (key->num_draw_buffers >= 1) p.program->Base.OutputsWritten = 1 << FRAG_RESULT_COLOR; - else { - for (i = 0; i < key->num_draw_buffers; i++) - p.program->Base.OutputsWritten |= (1 << (FRAG_RESULT_DATA0 + i)); - } for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { p.src_texture[unit] = undef; @@ -1505,12 +1500,8 @@ create_new_program(struct gl_context *ctx, struct state_key *key, cf = get_source( &p, SRC_PREVIOUS, 0 ); - for (i = 0; i < key->num_draw_buffers; i++) { - if (key->num_draw_buffers == 1) - out = make_ureg( PROGRAM_OUTPUT, FRAG_RESULT_COLOR ); - else { - out = make_ureg( PROGRAM_OUTPUT, FRAG_RESULT_DATA0 + i ); - } + if (key->num_draw_buffers >= 1) { + out = make_ureg( PROGRAM_OUTPUT, FRAG_RESULT_COLOR ); if (key->separate_specular) { /* Emit specular add. -- 1.7.6.3 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev