#include "main/imports.h"
#include "main/image.h"
#include "main/samplerobj.h"
+#include "main/state.h"
#include "main/stencil.h"
#include "main/teximage.h"
const GLuint attr = VARYING_SLOT_TEX0 + i;
const GLfloat *tc = ctx->Current.RasterTexCoords[i];
if (_swrast_use_fragment_program(ctx) ||
- ctx->ATIFragmentShader._Enabled) {
+ _mesa_ati_fragment_shader_enabled(ctx)) {
COPY_4V(span->attrStart[attr], tc);
}
else if (tc[3] > 0.0F) {
if (needLambda) {
GLuint i;
if (_swrast_use_fragment_program(ctx)
- || ctx->ATIFragmentShader._Enabled) {
+ || _mesa_ati_fragment_shader_enabled(ctx)) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->attrStepX[VARYING_SLOT_POS][3];
GLfloat w = span->attrStart[VARYING_SLOT_POS][3] + span->leftClip * dwdx;
else {
GLuint i;
if (_swrast_use_fragment_program(ctx) ||
- ctx->ATIFragmentShader._Enabled) {
+ _mesa_ati_fragment_shader_enabled(ctx)) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->attrStepX[VARYING_SLOT_POS][3];
GLfloat w = span->attrStart[VARYING_SLOT_POS][3] + span->leftClip * dwdx;
shade_texture_span(struct gl_context *ctx, SWspan *span)
{
if (_swrast_use_fragment_program(ctx) ||
- ctx->ATIFragmentShader._Enabled) {
+ _mesa_ati_fragment_shader_enabled(ctx)) {
/* programmable shading */
if (span->primitive == GL_BITMAP && span->array->ChanType != GL_FLOAT) {
convert_color_type(span, span->array->ChanType, GL_FLOAT, 0);
_swrast_exec_fragment_program(ctx, span);
}
else {
- assert(ctx->ATIFragmentShader._Enabled);
+ assert(_mesa_ati_fragment_shader_enabled(ctx));
_swrast_exec_fragment_shader(ctx, span);
}
}
const GLenum origChanType = span->array->ChanType;
void * const origRgba = span->array->rgba;
const GLboolean shader = (_swrast_use_fragment_program(ctx)
- || ctx->ATIFragmentShader._Enabled);
+ || _mesa_ati_fragment_shader_enabled(ctx));
const GLboolean shaderOrTexture = shader || ctx->Texture._EnabledCoordUnits;
struct gl_framebuffer *fb = ctx->DrawBuffer;