if (ctx->Color.BlendEnabled) rasterMask |= BLEND_BIT;
if (ctx->Depth.Test) rasterMask |= DEPTH_BIT;
if (swrast->_FogEnabled) rasterMask |= FOG_BIT;
- if (ctx->Scissor.Enabled) rasterMask |= CLIP_BIT;
+ if (ctx->Scissor.EnableFlags) rasterMask |= CLIP_BIT;
if (ctx->Stencil._Enabled) rasterMask |= STENCIL_BIT;
for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
if (!ctx->Color.ColorMask[i][0] ||
}
}
if (ctx->Color.ColorLogicOpEnabled) rasterMask |= LOGIC_OP_BIT;
- if (ctx->Texture._EnabledUnits) rasterMask |= TEXTURE_BIT;
- if ( ctx->Viewport.X < 0
- || ctx->Viewport.X + ctx->Viewport.Width > (GLint) ctx->DrawBuffer->Width
- || ctx->Viewport.Y < 0
- || ctx->Viewport.Y + ctx->Viewport.Height > (GLint) ctx->DrawBuffer->Height) {
+ if (ctx->Texture._MaxEnabledTexImageUnit >= 0) rasterMask |= TEXTURE_BIT;
+ if ( ctx->ViewportArray[0].X < 0
+ || ctx->ViewportArray[0].X + ctx->ViewportArray[0].Width > (GLfloat) ctx->DrawBuffer->Width
+ || ctx->ViewportArray[0].Y < 0
+ || ctx->ViewportArray[0].Y + ctx->ViewportArray[0].Height > (GLfloat) ctx->DrawBuffer->Height) {
rasterMask |= CLIP_BIT;
}
ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR);
swrast->SpecularVertexAdd = (separateSpecular
- && ctx->Texture._EnabledUnits == 0x0
+ && ctx->Texture._MaxEnabledTexImageUnit == -1
&& !_swrast_use_fragment_program(ctx)
&& !ctx->ATIFragmentShader._Enabled);
}
if (swrast->_FogEnabled)
attribsMask |= VARYING_BIT_FOGC;
- attribsMask |= (ctx->Texture._EnabledUnits << VARYING_SLOT_TEX0);
+ attribsMask |= (ctx->Texture._EnabledCoordUnits << VARYING_SLOT_TEX0);
}
swrast->_ActiveAttribMask = attribsMask;
v->attrib[VARYING_SLOT_POS][3]);
for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++)
- if (ctx->Texture.Unit[i]._ReallyEnabled)
+ if (ctx->Texture.Unit[i]._Current)
_mesa_debug(ctx, "texcoord[%d] %f %f %f %f\n", i,
v->attrib[VARYING_SLOT_TEX0 + i][0],
v->attrib[VARYING_SLOT_TEX0 + i][1],