diff options
author | Brian <brian.paul@tungstengraphics.com> | 2007-10-29 12:18:58 -0600 |
---|---|---|
committer | Brian <brian.paul@tungstengraphics.com> | 2007-10-29 15:15:34 -0600 |
commit | 9946012949ad294b2255f914fee4c80cff5e0040 (patch) | |
tree | 675dca8f7e36cccda43b57ef6ac04b05d43d3a87 /src/mesa/tnl/t_vp_build.c | |
parent | 783cedcdc14feda9c8ad0ca754752254bfa589eb (diff) |
refactoring to begin removing dependency on tnl context
Diffstat (limited to 'src/mesa/tnl/t_vp_build.c')
-rw-r--r-- | src/mesa/tnl/t_vp_build.c | 39 |
1 files changed, 33 insertions, 6 deletions
diff --git a/src/mesa/tnl/t_vp_build.c b/src/mesa/tnl/t_vp_build.c index 056eb0db8e..2b7d8eebe0 100644 --- a/src/mesa/tnl/t_vp_build.c +++ b/src/mesa/tnl/t_vp_build.c @@ -114,10 +114,40 @@ static GLuint translate_texgen( GLboolean enabled, GLenum mode ) } } -static struct state_key *make_state_key( GLcontext *ctx ) + +/** + * Returns bitmask of flags indicating which materials are set per-vertex + * in the current VB. + * XXX get these from the VBO... + */ +static GLbitfield +tnl_get_per_vertex_materials(GLcontext *ctx) { TNLcontext *tnl = TNL_CONTEXT(ctx); struct vertex_buffer *VB = &tnl->vb; + GLuint i; + GLbitfield mask = 0x0; + + for (i = _TNL_FIRST_MAT; i <= _TNL_LAST_MAT; i++) + if (VB->AttribPtr[i] && VB->AttribPtr[i]->stride) + mask |= 1 << (i - _TNL_FIRST_MAT); + + return mask; +} + +/** + * Should fog be computed per-vertex? + */ +static GLbitfield +tnl_get_per_vertex_fog(GLcontext *ctx) +{ + TNLcontext *tnl = TNL_CONTEXT(ctx); + return tnl->_DoVertexFog; +} + + +static struct state_key *make_state_key( GLcontext *ctx ) +{ const struct gl_fragment_program *fp; struct state_key *key = CALLOC_STRUCT(state_key); GLuint i; @@ -152,9 +182,7 @@ static struct state_key *make_state_key( GLcontext *ctx ) key->light_color_material_mask = ctx->Light.ColorMaterialBitmask; } - for (i = _TNL_FIRST_MAT; i <= _TNL_LAST_MAT; i++) - if (VB->AttribPtr[i] && VB->AttribPtr[i]->stride) - key->light_material_mask |= 1<<(i-_TNL_ATTRIB_MAT_FRONT_AMBIENT); + key->light_material_mask = tnl_get_per_vertex_materials(ctx); for (i = 0; i < MAX_LIGHTS; i++) { struct gl_light *light = &ctx->Light.Light[i]; @@ -187,8 +215,7 @@ static struct state_key *make_state_key( GLcontext *ctx ) if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT) key->fog_source_is_depth = 1; - if (tnl->_DoVertexFog) - key->tnl_do_vertex_fog = 1; + key->tnl_do_vertex_fog = tnl_get_per_vertex_fog(ctx); if (ctx->Point._Attenuated) key->point_attenuated = 1; |