wm->thread1.depth_coef_urb_read_offset = 1;
/* Use ALT floating point mode for ARB fragment programs, because they
* require 0^0 == 1. Even though _CurrentFragmentProgram is used for
- * rendering, CurrentFragmentProgram is used for this check to
- * differentiate between the GLSL and non-GLSL cases.
+ * rendering, CurrentProgram[MESA_SHADER_FRAGMENT] is used for this check
+ * to differentiate between the GLSL and non-GLSL cases.
*/
if (ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT] == NULL)
wm->thread1.floating_point_mode = BRW_FLOATING_POINT_NON_IEEE_754;
/* Use ALT floating point mode for ARB fragment programs, because they
* require 0^0 == 1. Even though _CurrentFragmentProgram is used for
- * rendering, CurrentFragmentProgram is used for this check to
- * differentiate between the GLSL and non-GLSL cases.
+ * rendering, CurrentProgram[MESA_SHADER_FRAGMENT] is used for this check
+ * to differentiate between the GLSL and non-GLSL cases.
*/
if (ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT] == NULL)
dw2 |= GEN6_WM_FLOATING_POINT_MODE_ALT;
/* Use ALT floating point mode for ARB fragment programs, because they
* require 0^0 == 1. Even though _CurrentFragmentProgram is used for
- * rendering, CurrentFragmentProgram is used for this check to
- * differentiate between the GLSL and non-GLSL cases.
+ * rendering, CurrentProgram[MESA_SHADER_FRAGMENT] is used for this check
+ * to differentiate between the GLSL and non-GLSL cases.
*/
/* BRW_NEW_FRAGMENT_PROGRAM */
if (ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT] == NULL)