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authorBrian Paul <brianp@vmware.com>2009-03-02 11:00:28 -0700
committerBrian Paul <brianp@vmware.com>2009-03-02 11:01:16 -0700
commit07e50058a5699fc9279de6bf5d1449d52ccdc476 (patch)
tree14a6e1eb9f698b9ff2cfad02b03fe23262a71ea0 /src/mesa/swrast/s_span.c
parente68208f26260e5c964bc1c8674c722d0d60db3ee (diff)
swrast: use _EnabledCoordUnits for fixed-function texturing
Using _EnabledUnits was wrong because it included vertex texture units. This change plus the prev commit fixes occasional failures of glean/glsl1 vertex texture test failure.
Diffstat (limited to 'src/mesa/swrast/s_span.c')
-rw-r--r--src/mesa/swrast/s_span.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c
index ab7b82b19d..43e0721ec9 100644
--- a/src/mesa/swrast/s_span.c
+++ b/src/mesa/swrast/s_span.c
@@ -1211,7 +1211,7 @@ shade_texture_span(GLcontext *ctx, SWspan *span)
_swrast_exec_fragment_shader(ctx, span);
}
}
- else if (ctx->Texture._EnabledUnits) {
+ else if (ctx->Texture._EnabledCoordUnits) {
/* conventional texturing */
#if CHAN_BITS == 32
@@ -1250,7 +1250,7 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span)
void * const origRgba = span->array->rgba;
const GLboolean shader = (ctx->FragmentProgram._Current
|| ctx->ATIFragmentShader._Enabled);
- const GLboolean shaderOrTexture = shader || ctx->Texture._EnabledUnits;
+ const GLboolean shaderOrTexture = shader || ctx->Texture._EnabledCoordUnits;
struct gl_framebuffer *fb = ctx->DrawBuffer;
/*