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Diffstat (limited to 'src/mesa/program/prog_statevars.c')
-rw-r--r--src/mesa/program/prog_statevars.c14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/mesa/program/prog_statevars.c b/src/mesa/program/prog_statevars.c
index 7f5daf8c676..80708f4e5fb 100644
--- a/src/mesa/program/prog_statevars.c
+++ b/src/mesa/program/prog_statevars.c
@@ -58,9 +58,9 @@ _mesa_fetch_state(struct gl_context *ctx, const gl_state_index state[],
/* state[1] is either 0=front or 1=back side */
const GLuint face = (GLuint) state[1];
const struct gl_material *mat = &ctx->Light.Material;
- ASSERT(face == 0 || face == 1);
+ assert(face == 0 || face == 1);
/* we rely on tokens numbered so that _BACK_ == _FRONT_+ 1 */
- ASSERT(MAT_ATTRIB_FRONT_AMBIENT + 1 == MAT_ATTRIB_BACK_AMBIENT);
+ assert(MAT_ATTRIB_FRONT_AMBIENT + 1 == MAT_ATTRIB_BACK_AMBIENT);
/* XXX we could get rid of this switch entirely with a little
* work in arbprogparse.c's parse_state_single_item().
*/
@@ -170,7 +170,7 @@ _mesa_fetch_state(struct gl_context *ctx, const gl_state_index state[],
const GLuint ln = (GLuint) state[1];
const GLuint face = (GLuint) state[2];
GLint i;
- ASSERT(face == 0 || face == 1);
+ assert(face == 0 || face == 1);
switch (state[3]) {
case STATE_AMBIENT:
for (i = 0; i < 3; i++) {
@@ -295,8 +295,8 @@ _mesa_fetch_state(struct gl_context *ctx, const gl_state_index state[],
const gl_state_index modifier = state[4];
const GLfloat *m;
GLuint row, i;
- ASSERT(firstRow < 4);
- ASSERT(lastRow < 4);
+ assert(firstRow < 4);
+ assert(lastRow < 4);
if (mat == STATE_MODELVIEW_MATRIX) {
matrix = ctx->ModelviewMatrixStack.Top;
}
@@ -307,11 +307,11 @@ _mesa_fetch_state(struct gl_context *ctx, const gl_state_index state[],
matrix = &ctx->_ModelProjectMatrix;
}
else if (mat == STATE_TEXTURE_MATRIX) {
- ASSERT(index < Elements(ctx->TextureMatrixStack));
+ assert(index < Elements(ctx->TextureMatrixStack));
matrix = ctx->TextureMatrixStack[index].Top;
}
else if (mat == STATE_PROGRAM_MATRIX) {
- ASSERT(index < Elements(ctx->ProgramMatrixStack));
+ assert(index < Elements(ctx->ProgramMatrixStack));
matrix = ctx->ProgramMatrixStack[index].Top;
}
else {