+
+ /* Calculate tnl->render_inputs:
+ */
+ if (ctx->Visual.rgbMode) {
+ tnl->render_inputs = (_TNL_BIT_POS|
+ _TNL_BIT_COLOR0|
+ (ctx->Texture._EnabledCoordUnits << _TNL_ATTRIB_TEX0));
+
+ if (NEED_SECONDARY_COLOR(ctx))
+ tnl->render_inputs |= _TNL_BIT_COLOR1;
+ }
+ else {
+ tnl->render_inputs |= (_TNL_BIT_POS|_TNL_BIT_INDEX);
+ }
+
+ if (ctx->Fog.Enabled)
+ tnl->render_inputs |= _TNL_BIT_FOG;
+
+ if (ctx->Polygon.FrontMode != GL_FILL ||
+ ctx->Polygon.BackMode != GL_FILL)
+ tnl->render_inputs |= _TNL_BIT_EDGEFLAG;
+
+ if (ctx->RenderMode == GL_FEEDBACK)
+ tnl->render_inputs |= _TNL_BIT_TEX0;
+
+ if (ctx->Point._Attenuated ||
+ (ctx->VertexProgram._Enabled && ctx->VertexProgram.PointSizeEnabled))
+ tnl->render_inputs |= _TNL_BIT_POINTSIZE;