#include "blend.h"
-/**
- * Update the following fields:
- * ctx->VertexProgram._Enabled
- * ctx->FragmentProgram._Enabled
- * ctx->ATIFragmentShader._Enabled
- * This needs to be done before texture state validation.
- */
-static void
-update_program_enables(struct gl_context *ctx)
-{
- /* These _Enabled flags indicate if the user-defined ARB/NV vertex/fragment
- * program is enabled AND valid. Similarly for ATI fragment shaders.
- * GLSL shaders not relevant here.
- */
- ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
- && ctx->VertexProgram.Current->arb.Instructions;
- ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled
- && ctx->FragmentProgram.Current->arb.Instructions;
- ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled
- && ctx->ATIFragmentShader.Current->Instructions[0];
-}
-
-
/**
* Update the ctx->*Program._Current pointers to point to the
* current/active programs.
_mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
NULL);
}
- else if (ctx->FragmentProgram._Enabled) {
+ else if (_mesa_arb_fragment_program_enabled(ctx)) {
/* Use user-defined fragment program */
_mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
ctx->FragmentProgram.Current);
_mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
NULL);
}
- else if (ctx->ATIFragmentShader._Enabled &&
+ else if (_mesa_ati_fragment_shader_enabled(ctx) &&
ctx->ATIFragmentShader.Current->Program) {
/* Use the enabled ATI fragment shader's associated program */
_mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
/* Use GLSL vertex shader */
_mesa_reference_program(ctx, &ctx->VertexProgram._Current, vsProg);
}
- else if (ctx->VertexProgram._Enabled) {
+ else if (_mesa_arb_vertex_program_enabled(ctx)) {
/* Use user-defined vertex program */
_mesa_reference_program(ctx, &ctx->VertexProgram._Current,
ctx->VertexProgram.Current);
/*
* Now update derived state info
*/
-
- if (new_state & prog_flags)
- update_program_enables( ctx );
-
if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
_mesa_update_modelview_project( ctx, new_state );