*/
static GLbitfield get_fp_input_mask( GLcontext *ctx )
{
+ const GLboolean vertexShader = (ctx->Shader.CurrentProgram &&
+ ctx->Shader.CurrentProgram->VertexProgram);
+ const GLboolean vertexProgram = ctx->VertexProgram._Enabled;
GLbitfield fp_inputs = 0x0;
if (ctx->VertexProgram._Overriden) {
else if (ctx->RenderMode == GL_FEEDBACK) {
fp_inputs = (FRAG_BIT_COL0 | FRAG_BIT_TEX0);
}
- else if (!ctx->VertexProgram._Enabled ||
+ else if (!(vertexProgram || vertexShader) ||
!ctx->VertexProgram._Current) {
-
- /* Fixed function logic */
+ /* Fixed function vertex logic */
GLbitfield varying_inputs = ctx->varying_vp_inputs;
/* These get generated in the setup routine regardless of the