*/
#include "main/glheader.h"
-#include "main/colormac.h"
+#include "main/macros.h"
#include "main/samplerobj.h"
+#include "main/teximage.h"
#include "program/prog_instruction.h"
#include "s_context.h"
const struct gl_texture_object *texObj = texUnit->_Current;
if (texObj) {
- const struct gl_texture_image *texImg =
- texObj->Image[0][texObj->BaseLevel];
+ const struct gl_texture_image *texImg = _mesa_base_tex_image(texObj);
const struct swrast_texture_image *swImg =
swrast_texture_image_const(texImg);
const struct gl_sampler_object *samp = _mesa_get_samplerobj(ctx, unit);
/* Store result depth/z */
if (outputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
const GLfloat depth = machine->Outputs[FRAG_RESULT_DEPTH][2];
- if (depth <= 0.0)
+ if (depth <= 0.0F)
span->array->z[i] = 0;
- else if (depth >= 1.0)
+ else if (depth >= 1.0F)
span->array->z[i] = ctx->DrawBuffer->_DepthMax;
else
span->array->z[i] =
/* incoming colors should be floats */
if (program->Base.InputsRead & VARYING_BIT_COL0) {
- ASSERT(span->array->ChanType == GL_FLOAT);
+ assert(span->array->ChanType == GL_FLOAT);
}
run_program(ctx, span, 0, span->end);