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)
struct tnl_program {
const struct state_key *state;
struct gl_vertex_program *program;
- GLint max_inst; /** number of instructions allocated for program */
+ GLuint max_inst; /** number of instructions allocated for program */
GLboolean mvp_with_dp4;
GLuint temp_in_use;
GLuint nr;
struct prog_instruction *inst;
- assert((GLint) p->program->Base.NumInstructions <= p->max_inst);
+ assert(p->program->Base.NumInstructions <= p->max_inst);
if (p->program->Base.NumInstructions == p->max_inst) {
/* need to extend the program's instruction array */
return NULL;
create_new_program( &key, prog,
- ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS,
+ ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS,
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTemps );
#if 0