#define LIT_DIRECTION_Y 18
#define LIT_DIRECTION_Z 19
#define LIT_DIRECTION_W 20
-#define LIT_ATTEN_CONST 21
+#define LIT_ATTEN_QUADRATIC 21
#define LIT_ATTEN_LINEAR 22
-#define LIT_ATTEN_QUADRATIC 23
+#define LIT_ATTEN_CONST 23
#define LIT_ATTEN_XXX 24
#define LIT_CMD_1 25
#define LIT_SPOT_DCD 26
#define LIT_SPOT_CUTOFF 28
#define LIT_SPECULAR_THRESH 29
#define LIT_RANGE_CUTOFF 30 /* ? */
-#define LIT_RANGE_ATTEN 31 /* ? */
+#define LIT_ATTEN_CONST_INV 31
#define LIT_STATE_SIZE 32
/* Fog
driTexHeap * texture_heaps[ RADEON_NR_TEX_HEAPS ];
driTextureObject swapped;
int texture_depth;
-
+ float initialMaxAnisotropy;
/* Rasterization and vertex state:
*/
GLuint vbl_seq;
GLuint vblank_flags;
- uint64_t swap_ust;
- uint64_t swap_missed_ust;
+ int64_t swap_ust;
+ int64_t swap_missed_ust;
GLuint swap_count;
GLuint swap_missed_count;