/*
* Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
- * pointers to the programs that should be enabled/used. These will only
- * be NULL if we need to use the fixed-function code.
+ * pointers to the programs that should be used for rendering. If either
+ * is NULL, use fixed-function code paths.
*
* These programs may come from several sources. The priority is as
* follows:
* come up, or matter.
*/
- _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
-
if (shProg && shProg->LinkStatus && shProg->FragmentProgram) {
/* Use shader programs */
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
}
- /* XXX: get rid of _Active flag.
- */
-#if 1
- ctx->FragmentProgram._Active = ctx->FragmentProgram._Enabled;
- if (ctx->FragmentProgram._MaintainTexEnvProgram &&
- !ctx->FragmentProgram._Enabled) {
- if (ctx->FragmentProgram._UseTexEnvProgram)
- ctx->FragmentProgram._Active = GL_TRUE;
- }
-#endif
-
/* Let the driver know what's happening:
*/
if (ctx->FragmentProgram._Current != prevFP && ctx->Driver.BindProgram) {