-/* Quite a bit of work involved in finding out the inputs for the
- * render stage.
- */
-static void check_render( GLcontext *ctx, struct tnl_pipeline_stage *stage )
-{
- GLuint inputs = _TNL_BIT_POS;
- GLuint i;
-
- if (ctx->Visual.rgbMode) {
- inputs |= _TNL_BIT_COLOR0;
-
- if (NEED_SECONDARY_COLOR(ctx))
- inputs |= _TNL_BIT_COLOR1;
-
- if (ctx->Texture._EnabledCoordUnits) {
- for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++) {
- if (ctx->Texture._EnabledCoordUnits & (1 << i))
- inputs |= _TNL_BIT_TEX(i);
- }
- }
- }
- else {
- inputs |= _TNL_BIT_INDEX;
- }
-
- /* How do drivers turn this off?
- */
- if (ctx->Fog.Enabled)
- inputs |= _TNL_BIT_FOG;
-
- if (ctx->Polygon.FrontMode != GL_FILL || ctx->Polygon.BackMode != GL_FILL)
- inputs |= _TNL_BIT_EDGEFLAG;
-
- if (ctx->RenderMode==GL_FEEDBACK)
- inputs |= _TNL_BITS_TEX_ANY;
-
- stage->inputs = inputs;
-}
-
-
-
-
-static void dtr( struct tnl_pipeline_stage *stage )
-{
-}