*/
if (ctx->Texture._EnabledCoordUnits ||
_swrast_use_fragment_program(ctx) ||
- ctx->ATIFragmentShader._Enabled ||
+ _mesa_ati_fragment_shader_enabled(ctx) ||
_mesa_need_secondary_color(ctx) ||
swrast->_FogEnabled) {
/* Ugh, we do a _lot_ of tests to pick the best textured tri func */
/* First see if we can use an optimized 2-D texture function */
if (ctx->Texture._EnabledCoordUnits == 0x1
&& !_swrast_use_fragment_program(ctx)
- && !ctx->ATIFragmentShader._Enabled
+ && !_mesa_ati_fragment_shader_enabled(ctx)
&& ctx->Texture._MaxEnabledTexImageUnit == 0
&& ctx->Texture.Unit[0]._Current->Target == GL_TEXTURE_2D
&& samp->WrapS == GL_REPEAT