/*
* Mesa 3-D graphics library
- * Version: 7.3
*
* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*/
extern void
-_mesa_set_varying_vp_inputs(struct gl_context *ctx, GLbitfield varying_inputs);
+_mesa_set_varying_vp_inputs(struct gl_context *ctx, GLbitfield64 varying_inputs);
extern void
_mesa_set_vp_override(struct gl_context *ctx, GLboolean flag);
+/**
+ * Is the secondary color needed?
+ */
+static inline GLboolean
+_mesa_need_secondary_color(const struct gl_context *ctx)
+{
+ if (ctx->Light.Enabled &&
+ ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
+ return GL_TRUE;
+
+ if (ctx->Fog.ColorSumEnabled)
+ return GL_TRUE;
+
+ if (ctx->VertexProgram._Current &&
+ (ctx->VertexProgram._Current != ctx->VertexProgram._TnlProgram) &&
+ (ctx->VertexProgram._Current->info.inputs_read & VERT_BIT_COLOR1))
+ return GL_TRUE;
+
+ if (ctx->FragmentProgram._Current &&
+ (ctx->FragmentProgram._Current != ctx->FragmentProgram._TexEnvProgram) &&
+ (ctx->FragmentProgram._Current->info.inputs_read & VARYING_BIT_COL1))
+ return GL_TRUE;
+
+ return GL_FALSE;
+}
+
+static inline bool
+_mesa_arb_vertex_program_enabled(const struct gl_context *ctx)
+{
+ return ctx->VertexProgram.Enabled &&
+ ctx->VertexProgram.Current->arb.Instructions;
+}
+
+/** Compute two sided lighting state for fixed function or programs. */
+static inline bool
+_mesa_vertex_program_two_side_enabled(const struct gl_context *ctx)
+{
+ if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] ||
+ _mesa_arb_vertex_program_enabled(ctx))
+ return ctx->VertexProgram.TwoSideEnabled;
+
+ return ctx->Light.Enabled && ctx->Light.Model.TwoSide;
+}
+
+/** Return 0=GL_CCW or 1=GL_CW */
+static inline bool
+_mesa_polygon_get_front_bit(const struct gl_context *ctx)
+{
+ if (ctx->Transform.ClipOrigin == GL_LOWER_LEFT)
+ return ctx->Polygon.FrontFace == GL_CW;
+
+ return ctx->Polygon.FrontFace == GL_CCW;
+}
+
+static inline bool
+_mesa_arb_fragment_program_enabled(const struct gl_context *ctx)
+{
+ return ctx->FragmentProgram.Enabled &&
+ ctx->FragmentProgram.Current->arb.Instructions;
+}
+
+static inline bool
+_mesa_ati_fragment_shader_enabled(const struct gl_context *ctx)
+{
+ return ctx->ATIFragmentShader.Enabled &&
+ ctx->ATIFragmentShader.Current->Instructions[0];
+}
+
#endif