diff options
Diffstat (limited to 'src/mesa/swrast/s_span.c')
-rw-r--r-- | src/mesa/swrast/s_span.c | 20 |
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 ); |