_swrast_exec_fragment_shader(ctx, span);
}
}
- else if (ctx->Texture._EnabledUnits) {
+ else if (ctx->Texture._EnabledCoordUnits) {
/* conventional texturing */
#if CHAN_BITS == 32
void * const origRgba = span->array->rgba;
const GLboolean shader = (ctx->FragmentProgram._Current
|| ctx->ATIFragmentShader._Enabled);
- const GLboolean shaderOrTexture = shader || ctx->Texture._EnabledUnits;
+ const GLboolean shaderOrTexture = shader || ctx->Texture._EnabledCoordUnits;
struct gl_framebuffer *fb = ctx->DrawBuffer;
/*
struct affine_info *info)
{
GLchan sample[4]; /* the filtered texture sample */
- const GLuint texEnableSave = ctx->Texture._EnabledUnits;
+ const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
/* Instead of defining a function for each mode, a test is done
* between the outer and inner loops. This is to reduce code size
GLchan *dest = span->array->rgba[0];
/* Disable tex units so they're not re-applied in swrast_write_rgba_span */
- ctx->Texture._EnabledUnits = 0x0;
+ ctx->Texture._EnabledCoordUnits = 0x0;
span->intTex[0] -= FIXED_HALF;
span->intTex[1] -= FIXED_HALF;
_swrast_write_rgba_span(ctx, span);
/* re-enable texture units */
- ctx->Texture._EnabledUnits = texEnableSave;
+ ctx->Texture._EnabledCoordUnits = texEnableSave;
#undef SPAN_NEAREST
#undef SPAN_LINEAR
GLfloat tex_coord[3], tex_step[3];
GLchan *dest = span->array->rgba[0];
- const GLuint savedTexEnable = ctx->Texture._EnabledUnits;
- ctx->Texture._EnabledUnits = 0;
+ const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
+ ctx->Texture._EnabledCoordUnits = 0;
tex_coord[0] = span->attrStart[FRAG_ATTRIB_TEX0][0] * (info->smask + 1);
tex_step[0] = span->attrStepX[FRAG_ATTRIB_TEX0][0] * (info->smask + 1);
#undef SPAN_LINEAR
/* restore state */
- ctx->Texture._EnabledUnits = savedTexEnable;
+ ctx->Texture._EnabledCoordUnits = texEnableSave;
}