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Diffstat (limited to 'src/mesa/swrast/s_span.c')
-rw-r--r--src/mesa/swrast/s_span.c20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c
index d1431054162..cc7d4113fc3 100644
--- a/src/mesa/swrast/s_span.c
+++ b/src/mesa/swrast/s_span.c
@@ -129,7 +129,7 @@ _swrast_span_default_texcoords( GLcontext *ctx, struct sw_span *span )
GLuint i;
for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
const GLfloat *tc = ctx->Current.RasterTexCoords[i];
- if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled) {
+ if (ctx->FragmentProgram._Enabled || ctx->ATIFragmentShader._Enabled) {
COPY_4V(span->tex[i], tc);
}
else if (tc[3] > 0.0F) {
@@ -410,7 +410,7 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
if (obj) {
const struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
needLambda = (obj->MinFilter != obj->MagFilter)
- || ctx->FragmentProgram._Active;
+ || ctx->FragmentProgram._Enabled;
texW = img->WidthScale;
texH = img->HeightScale;
}
@@ -435,7 +435,7 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
GLfloat r = span->tex[u][2];
GLfloat q = span->tex[u][3];
GLuint i;
- if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled ||
+ if (ctx->FragmentProgram._Enabled || ctx->ATIFragmentShader._Enabled ||
ctx->ShaderObjects._FragmentShaderPresent) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->dwdx;
@@ -487,7 +487,7 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
GLfloat r = span->tex[u][2];
GLfloat q = span->tex[u][3];
GLuint i;
- if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled ||
+ if (ctx->FragmentProgram._Enabled || ctx->ATIFragmentShader._Enabled ||
ctx->ShaderObjects._FragmentShaderPresent) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->dwdx;
@@ -546,7 +546,7 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
if (obj) {
const struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
needLambda = (obj->MinFilter != obj->MagFilter)
- || ctx->FragmentProgram._Active;
+ || ctx->FragmentProgram._Enabled;
texW = (GLfloat) img->WidthScale;
texH = (GLfloat) img->HeightScale;
}
@@ -571,7 +571,7 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
GLfloat r = span->tex[0][2];
GLfloat q = span->tex[0][3];
GLuint i;
- if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled ||
+ if (ctx->FragmentProgram._Enabled || ctx->ATIFragmentShader._Enabled ||
ctx->ShaderObjects._FragmentShaderPresent) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->dwdx;
@@ -623,7 +623,7 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
GLfloat r = span->tex[0][2];
GLfloat q = span->tex[0][3];
GLuint i;
- if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled ||
+ if (ctx->FragmentProgram._Enabled || ctx->ATIFragmentShader._Enabled ||
ctx->ShaderObjects._FragmentShaderPresent) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->dwdx;
@@ -1120,7 +1120,7 @@ _swrast_write_rgba_span( GLcontext *ctx, struct sw_span *span)
const GLbitfield origInterpMask = span->interpMask;
const GLbitfield origArrayMask = span->arrayMask;
const GLboolean deferredTexture = !(ctx->Color.AlphaEnabled ||
- ctx->FragmentProgram._Active ||
+ ctx->FragmentProgram._Enabled ||
ctx->ShaderObjects._FragmentShaderPresent);
ASSERT(span->primitive == GL_POINT || span->primitive == GL_LINE ||
@@ -1205,7 +1205,7 @@ _swrast_write_rgba_span( GLcontext *ctx, struct sw_span *span)
}
else
#endif
- if (ctx->FragmentProgram._Active) {
+ if (ctx->FragmentProgram._Enabled) {
/* frag prog may need Z values */
if (span->interpMask & SPAN_Z)
_swrast_span_interpolate_z(ctx, span);
@@ -1292,7 +1292,7 @@ _swrast_write_rgba_span( GLcontext *ctx, struct sw_span *span)
}
else
#endif
- if (ctx->FragmentProgram._Active)
+ if (ctx->FragmentProgram._Enabled)
_swrast_exec_fragment_program( ctx, span );
else if (ctx->ATIFragmentShader._Enabled)
_swrast_exec_fragment_shader( ctx, span );