static INLINE void
shade_texture_span(struct gl_context *ctx, SWspan *span)
{
- GLbitfield inputsRead;
-
- /* Determine which fragment attributes are actually needed */
- if (ctx->FragmentProgram._Current) {
- inputsRead = ctx->FragmentProgram._Current->Base.InputsRead;
- }
- else {
- /* XXX we could be a bit smarter about this */
- inputsRead = ~0;
- }
-
if (ctx->FragmentProgram._Current ||
ctx->ATIFragmentShader._Enabled) {
/* programmable shading */