rasterMask |= MULTI_DRAW_BIT; /* all color index bits disabled */
}
- if (ctx->FragmentProgram._Active) {
+ if (ctx->FragmentProgram._Enabled) {
rasterMask |= FRAGPROG_BIT;
}
/* determine if fog is needed, and if so, which fog mode */
swrast->_FogEnabled = GL_FALSE;
- if (ctx->FragmentProgram._Active) {
+ if (ctx->FragmentProgram._Enabled) {
if (ctx->FragmentProgram._Current->Base.Target==GL_FRAGMENT_PROGRAM_ARB) {
const struct gl_fragment_program *fp
= ctx->FragmentProgram._Current;
static void
_swrast_update_fragment_program( GLcontext *ctx )
{
- if (ctx->FragmentProgram._Active) {
+ if (ctx->FragmentProgram._Enabled) {
const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
_mesa_load_state_parameters(ctx, fp->Base.Parameters);
}
if (ctx->Texture._EnabledUnits == 0
&& NEED_SECONDARY_COLOR(ctx)
- && !ctx->FragmentProgram._Active) {
+ && !ctx->FragmentProgram._Enabled) {
/* separate specular color, but no texture */
swrast->SpecTriangle = swrast->Triangle;
swrast->Triangle = _swrast_add_spec_terms_triangle;
if (ctx->Texture._EnabledUnits == 0
&& NEED_SECONDARY_COLOR(ctx)
- && !ctx->FragmentProgram._Active) {
+ && !ctx->FragmentProgram._Enabled) {
swrast->SpecLine = swrast->Line;
swrast->Line = _swrast_add_spec_terms_line;
}
if (ctx->Texture._EnabledUnits == 0
&& NEED_SECONDARY_COLOR(ctx)
- && !ctx->FragmentProgram._Active) {
+ && !ctx->FragmentProgram._Enabled) {
swrast->SpecPoint = swrast->Point;
swrast->Point = _swrast_add_spec_terms_point;
}
GLuint i;
for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
const GLfloat *tc = ctx->Current.RasterTexCoords[i];
- if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled) {
+ if (ctx->FragmentProgram._Enabled || ctx->ATIFragmentShader._Enabled) {
COPY_4V(span->tex[i], tc);
}
else if (tc[3] > 0.0F) {
if (obj) {
const struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
needLambda = (obj->MinFilter != obj->MagFilter)
- || ctx->FragmentProgram._Active;
+ || ctx->FragmentProgram._Enabled;
texW = img->WidthScale;
texH = img->HeightScale;
}
GLfloat r = span->tex[u][2];
GLfloat q = span->tex[u][3];
GLuint i;
- if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled ||
+ if (ctx->FragmentProgram._Enabled || ctx->ATIFragmentShader._Enabled ||
ctx->ShaderObjects._FragmentShaderPresent) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->dwdx;
GLfloat r = span->tex[u][2];
GLfloat q = span->tex[u][3];
GLuint i;
- if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled ||
+ if (ctx->FragmentProgram._Enabled || ctx->ATIFragmentShader._Enabled ||
ctx->ShaderObjects._FragmentShaderPresent) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->dwdx;
if (obj) {
const struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
needLambda = (obj->MinFilter != obj->MagFilter)
- || ctx->FragmentProgram._Active;
+ || ctx->FragmentProgram._Enabled;
texW = (GLfloat) img->WidthScale;
texH = (GLfloat) img->HeightScale;
}
GLfloat r = span->tex[0][2];
GLfloat q = span->tex[0][3];
GLuint i;
- if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled ||
+ if (ctx->FragmentProgram._Enabled || ctx->ATIFragmentShader._Enabled ||
ctx->ShaderObjects._FragmentShaderPresent) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->dwdx;
GLfloat r = span->tex[0][2];
GLfloat q = span->tex[0][3];
GLuint i;
- if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled ||
+ if (ctx->FragmentProgram._Enabled || ctx->ATIFragmentShader._Enabled ||
ctx->ShaderObjects._FragmentShaderPresent) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->dwdx;
const GLbitfield origInterpMask = span->interpMask;
const GLbitfield origArrayMask = span->arrayMask;
const GLboolean deferredTexture = !(ctx->Color.AlphaEnabled ||
- ctx->FragmentProgram._Active ||
+ ctx->FragmentProgram._Enabled ||
ctx->ShaderObjects._FragmentShaderPresent);
ASSERT(span->primitive == GL_POINT || span->primitive == GL_LINE ||
}
else
#endif
- if (ctx->FragmentProgram._Active) {
+ if (ctx->FragmentProgram._Enabled) {
/* frag prog may need Z values */
if (span->interpMask & SPAN_Z)
_swrast_span_interpolate_z(ctx, span);
}
else
#endif
- if (ctx->FragmentProgram._Active)
+ if (ctx->FragmentProgram._Enabled)
_swrast_exec_fragment_program( ctx, span );
else if (ctx->ATIFragmentShader._Enabled)
_swrast_exec_fragment_shader( ctx, span );
}
}
- if (ctx->Texture._EnabledCoordUnits || ctx->FragmentProgram._Active ||
+ if (ctx->Texture._EnabledCoordUnits || ctx->FragmentProgram._Enabled ||
ctx->ATIFragmentShader._Enabled || ctx->ShaderObjects._FragmentShaderPresent) {
/* Ugh, we do a _lot_ of tests to pick the best textured tri func */
const struct gl_texture_object *texObj2D;
/* First see if we can use an optimized 2-D texture function */
if (ctx->Texture._EnabledCoordUnits == 0x1
- && !ctx->FragmentProgram._Active
+ && !ctx->FragmentProgram._Enabled
&& !ctx->ATIFragmentShader._Enabled
&& !ctx->ShaderObjects._FragmentShaderPresent
&& ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT