+ if (ctx->Color.ClampFragmentColor == GL_FIXED_ONLY_ARB)
+ ctx->Color._ClampFragmentColor =
+ !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
+ else
+ ctx->Color._ClampFragmentColor = ctx->Color.ClampFragmentColor;
+}
+
+
+/**
+ * Update the ctx->Color._ClampVertexColor field
+ */
+static void
+update_clamp_vertex_color(struct gl_context *ctx)
+{
+ if (ctx->Light.ClampVertexColor == GL_FIXED_ONLY_ARB)
+ ctx->Light._ClampVertexColor =
+ !ctx->DrawBuffer || !ctx->DrawBuffer->Visual.floatMode;
+ else
+ ctx->Light._ClampVertexColor = ctx->Light.ClampVertexColor;
+}
+
+
+/**
+ * Update the ctx->Color._ClampReadColor field
+ */
+static void
+update_clamp_read_color(struct gl_context *ctx)
+{
+ if (ctx->Color.ClampReadColor == GL_FIXED_ONLY_ARB)
+ ctx->Color._ClampReadColor =
+ !ctx->ReadBuffer || !ctx->ReadBuffer->Visual.floatMode;
+ else
+ ctx->Color._ClampReadColor = ctx->Color.ClampReadColor;
+}
+
+/**
+ * Update the ctx->VertexProgram._TwoSideEnabled flag.
+ */
+static void
+update_twoside(struct gl_context *ctx)
+{
+ if (ctx->Shader.CurrentVertexProgram ||
+ ctx->VertexProgram._Enabled) {
+ ctx->VertexProgram._TwoSideEnabled = ctx->VertexProgram.TwoSideEnabled;
+ } else {
+ ctx->VertexProgram._TwoSideEnabled = (ctx->Light.Enabled &&
+ ctx->Light.Model.TwoSide);
+ }