}
}
- 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;
/* 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