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authorIan Romanick <ian.d.romanick@intel.com>2009-10-08 17:28:02 -0700
committerIan Romanick <ian.d.romanick@intel.com>2009-10-13 15:15:20 -0700
commitf058b25881e08c9d89a33345e5c84e1357396932 (patch)
tree6cb9994881adeb9f6b14dc860b1bf10cacc66436 /src/mesa/tnl/t_context.h
parentcf33aaf8fe2b1d22e394f431735b76f3ab04b854 (diff)
Store clipping distance for user clip planes as part of vertex processing
Once the clipping distance is calculated and stored per vertex, the distances can be re-used when clipping is actually performed. This doesn't have any immediate benefit, but it paves the way for implementing gl_ClipDistance in vertex shaders and result.clip[] in vertex programs. This has not produces any oglconform regressions on my G31 system which uses software TNL. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Brian Paul <brianp@vmware.com>
Diffstat (limited to 'src/mesa/tnl/t_context.h')
-rw-r--r--src/mesa/tnl/t_context.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/mesa/tnl/t_context.h b/src/mesa/tnl/t_context.h
index 6137c2d2fe..ca4edcfcb9 100644
--- a/src/mesa/tnl/t_context.h
+++ b/src/mesa/tnl/t_context.h
@@ -207,6 +207,7 @@ struct vertex_buffer
GLvector4f *EyePtr; /* _TNL_BIT_POS */
GLvector4f *ClipPtr; /* _TNL_BIT_POS */
GLvector4f *NdcPtr; /* _TNL_BIT_POS */
+ GLfloat *ClipDistancePtr[MAX_CLIP_PLANES]; /* _TNL_BIT_POS */
GLubyte ClipOrMask; /* _TNL_BIT_POS */
GLubyte ClipAndMask; /* _TNL_BIT_POS */
GLubyte *ClipMask; /* _TNL_BIT_POS */