+ struct st_program *stfp;
+
+ assert(st->ctx->FragmentProgram._Current);
+ stfp = st_program(st->ctx->FragmentProgram._Current);
+ assert(stfp->Base.Target == GL_FRAGMENT_PROGRAM_ARB);
+
+ void *shader;
+
+ if (st->shader_has_one_variant[MESA_SHADER_FRAGMENT] &&
+ !stfp->ati_fs && /* ATI_fragment_shader always has multiple variants */
+ !stfp->Base.ExternalSamplersUsed && /* external samplers need variants */
+ stfp->variants &&
+ !st_fp_variant(stfp->variants)->key.drawpixels &&
+ !st_fp_variant(stfp->variants)->key.bitmap) {
+ shader = stfp->variants->driver_shader;
+ } else {
+ struct st_fp_variant_key key;
+
+ /* use memset, not an initializer to be sure all memory is zeroed */
+ memset(&key, 0, sizeof(key));
+
+ key.st = st->has_shareable_shaders ? NULL : st;
+
+ key.lower_flatshade = st->lower_flatshade &&
+ st->ctx->Light.ShadeModel == GL_FLAT;
+
+ /* _NEW_COLOR */
+ key.lower_alpha_func = COMPARE_FUNC_NEVER;
+ if (st->lower_alpha_test && _mesa_is_alpha_test_enabled(st->ctx))
+ key.lower_alpha_func = st->ctx->Color.AlphaFunc;
+
+ /* _NEW_LIGHT | _NEW_PROGRAM */
+ key.lower_two_sided_color = st->lower_two_sided_color &&
+ _mesa_vertex_program_two_side_enabled(st->ctx);
+
+ /* _NEW_FRAG_CLAMP */
+ key.clamp_color = st->clamp_frag_color_in_shader &&
+ st->ctx->Color._ClampFragmentColor;
+
+ /* _NEW_MULTISAMPLE | _NEW_BUFFERS */
+ key.persample_shading =
+ st->force_persample_in_shader &&
+ _mesa_is_multisample_enabled(st->ctx) &&
+ st->ctx->Multisample.SampleShading &&
+ st->ctx->Multisample.MinSampleShadingValue *
+ _mesa_geometric_samples(st->ctx->DrawBuffer) > 1;
+
+ key.lower_depth_clamp =
+ st->clamp_frag_depth_in_shader &&
+ (st->ctx->Transform.DepthClampNear ||
+ st->ctx->Transform.DepthClampFar);
+
+ if (stfp->ati_fs) {
+ key.fog = st->ctx->Fog._PackedEnabledMode;
+
+ for (unsigned u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) {
+ key.texture_targets[u] = get_texture_target(st->ctx, u);
+ }
+ }
+
+ key.external = st_get_external_sampler_key(st, &stfp->Base);