Check for ATI_fragment_shader enabled
authorDave Airlie <airliedfreedesktop.org>
Fri, 2 Sep 2005 23:52:05 +0000 (23:52 +0000)
committerDave Airlie <airliedfreedesktop.org>
Fri, 2 Sep 2005 23:52:05 +0000 (23:52 +0000)
src/mesa/swrast/s_triangle.c

index 29134d02e905f7fc82b5f12a3333841e397cd3a7..08796471c56fcc72da6b5d2339981e306e4158c3 100644 (file)
@@ -1073,7 +1073,7 @@ _swrast_choose_triangle( GLcontext *ctx )
          }
       }
 
-      if (ctx->Texture._EnabledCoordUnits || ctx->FragmentProgram._Active) {
+      if (ctx->Texture._EnabledCoordUnits || ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled) {
          /* Ugh, we do a _lot_ of tests to pick the best textured tri func */
         const struct gl_texture_object *texObj2D;
          const struct gl_texture_image *texImg;
@@ -1089,6 +1089,7 @@ _swrast_choose_triangle( GLcontext *ctx )
          /* First see if we can use an optimized 2-D texture function */
          if (ctx->Texture._EnabledCoordUnits == 0x1
              && !ctx->FragmentProgram._Active
+            && !ctx->ATIFragmentShader._Enabled
              && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
              && texObj2D->WrapS == GL_REPEAT
             && texObj2D->WrapT == GL_REPEAT