mesa: Allow GL_TEXTURE_CUBE_MAP target with compressed internal formats
[mesa.git] / src / mesa / main / ffvertex_prog.c
index aec2b2dbc241ef71388076688e0441d2c1996ea8..728cf968b7e9835e0713bc2d79dad803de99bb1b 100644 (file)
@@ -228,18 +228,18 @@ static void make_state_key( struct gl_context *ctx, struct state_key *key )
    if (ctx->Point._Attenuated)
       key->point_attenuated = 1;
 
-   if (ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_POINT_SIZE].Enabled)
+   if (ctx->Array.VAO->VertexAttrib[VERT_ATTRIB_POINT_SIZE].Enabled)
       key->point_array = 1;
 
    if (ctx->Texture._TexGenEnabled ||
        ctx->Texture._TexMatEnabled ||
-       ctx->Texture._EnabledUnits)
+       ctx->Texture._MaxEnabledTexImageUnit != -1)
       key->texture_enabled_global = 1;
 
    for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
       struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
 
-      if (texUnit->_ReallyEnabled)
+      if (texUnit->_Current)
         key->unit[i].texunit_really_enabled = 1;
 
       if (ctx->Point.PointSprite)
@@ -1676,7 +1676,7 @@ _mesa_get_fixed_func_vertex_program(struct gl_context *ctx)
          return NULL;
 
       create_new_program( &key, prog,
-                          ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX].PreferDP4,
+                          ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS,
                           ctx->Const.Program[MESA_SHADER_VERTEX].MaxTemps );
 
 #if 0