#include "main/imports.h"
#include "main/context.h"
#include "main/feedback.h"
+#include "main/mfeatures.h"
#include "vbo/vbo.h"
#include "draw/draw_pipe.h"
+#if FEATURE_feedback
+
/**
* This is actually used for both feedback and selection.
*/
struct feedback_stage
{
struct draw_stage stage; /**< Base class */
- GLcontext *ctx; /**< Rendering context */
+ struct gl_context *ctx; /**< Rendering context */
GLboolean reset_stipple_counter;
};
static void
-feedback_vertex(GLcontext *ctx, const struct draw_context *draw,
+feedback_vertex(struct gl_context *ctx, const struct draw_context *draw,
const struct vertex_header *v)
{
- const struct st_context *st = ctx->st;
+ const struct st_context *st = st_context(ctx);
GLfloat win[4];
const GLfloat *color, *texcoord;
- const GLfloat ci = 0;
GLuint slot;
/* Recall that Y=0=Top of window for Gallium wincoords */
else
texcoord = ctx->Current.Attrib[VERT_ATTRIB_TEX0];
- _mesa_feedback_vertex(ctx, win, color, ci, texcoord);
+ _mesa_feedback_vertex(ctx, win, color, texcoord);
}
* Create GL feedback drawing stage.
*/
static struct draw_stage *
-draw_glfeedback_stage(GLcontext *ctx, struct draw_context *draw)
+draw_glfeedback_stage(struct gl_context *ctx, struct draw_context *draw)
{
struct feedback_stage *fs = ST_CALLOC_STRUCT(feedback_stage);
* Create GL selection mode drawing stage.
*/
static struct draw_stage *
-draw_glselect_stage(GLcontext *ctx, struct draw_context *draw)
+draw_glselect_stage(struct gl_context *ctx, struct draw_context *draw)
{
struct feedback_stage *fs = ST_CALLOC_STRUCT(feedback_stage);
static void
-st_RenderMode(GLcontext *ctx, GLenum newMode )
+st_RenderMode(struct gl_context *ctx, GLenum newMode )
{
- struct st_context *st = ctx->st;
+ struct st_context *st = st_context(ctx);
struct draw_context *draw = st->draw;
if (newMode == GL_RENDER) {
{
functions->RenderMode = st_RenderMode;
}
+
+#endif /* FEATURE_feedback */