static void
check_uniforms(struct gl_context *ctx)
{
- struct gl_shader_program *shProg[3] = {
- ctx->Shader.CurrentVertexProgram,
- ctx->Shader.CurrentGeometryProgram,
- ctx->Shader.CurrentFragmentProgram,
- };
+ struct gl_shader_program **shProg = ctx->_Shader->CurrentProgram;
unsigned j;
for (j = 0; j < 3; j++) {
STATIC_ASSERT(GL_QUADS == PIPE_PRIM_QUADS);
STATIC_ASSERT(GL_TRIANGLE_STRIP_ADJACENCY == PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY);
- /* Avoid quadstrips if it's easy to do so:
- * Note: it's important to do the correct trimming if we change the
- * prim type! We do that wherever this function is called.
- */
- if (prim == GL_QUAD_STRIP &&
- ctx->Light.ShadeModel != GL_FLAT &&
- ctx->Polygon.FrontMode == GL_FILL &&
- ctx->Polygon.BackMode == GL_FILL)
- prim = GL_TRIANGLE_STRIP;
-
return prim;
}