#include "main/glheader.h"
#include "main/imports.h"
-#include "main/colormac.h"
+#include "main/macros.h"
+#include "main/state.h"
#include "tnl/tnl.h"
#include "tnl/t_context.h"
#include "tnl/t_pipeline.h"
TNLcontext *tnl = TNL_CONTEXT(ctx);
SScontext *swsetup = SWSETUP_CONTEXT(ctx);
GLboolean intColors = !ctx->FragmentProgram._Current
- && !ctx->ATIFragmentShader._Enabled
+ && !_mesa_ati_fragment_shader_enabled(ctx)
&& ctx->RenderMode == GL_RENDER
&& CHAN_TYPE != GL_FLOAT;
EMIT_ATTR( _TNL_ATTRIB_POINTSIZE, EMIT_1F, pointSize );
_tnl_install_attrs( ctx, map, e,
- ctx->Viewport._WindowMap.m,
+ tnl->_WindowMap.m,
sizeof(SWvertex) );
swsetup->last_index_bitset = index_bitset;
void
_swsetup_Translate( struct gl_context *ctx, const void *vertex, SWvertex *dest )
{
- const GLfloat *m = ctx->Viewport._WindowMap.m;
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ const GLfloat *m = tnl->_WindowMap.m;
GLfloat tmp[4];
GLuint i;
_tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR0,
dest->attrib[VARYING_SLOT_COL0] );
- UNCLAMPED_FLOAT_TO_RGBA_CHAN( dest->color, tmp );
+
+ UNCLAMPED_FLOAT_TO_RGBA_CHAN(dest->color, dest->attrib[VARYING_SLOT_COL0]);
_tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR1,
dest->attrib[VARYING_SLOT_COL1]);