/* Nothing in our key yet. This will change:
*/
memset(&key, 0, sizeof key);
- key.dummy = 0;
+
+ /* When this is true, we will add an extra input to the vertex
+ * shader translation (for edgeflags), an extra output with
+ * edgeflag semantics, and extend the vertex shader to pass through
+ * the input to the output. We'll need to use similar logic to set
+ * up the extra vertex_element input for edgeflags.
+ * _NEW_POLYGON, ST_NEW_EDGEFLAGS_DATA
+ */
+ key.passthrough_edgeflags = (st->vertdata_edgeflags && (
+ st->ctx->Polygon.FrontMode != GL_FILL ||
+ st->ctx->Polygon.BackMode != GL_FILL));
+
/* Do we need to throw away old translations after a change in the
* GL program string?
const struct st_tracked_state st_update_vp = {
"st_update_vp", /* name */
{ /* dirty */
- 0, /* mesa */
- ST_NEW_VERTEX_PROGRAM /* st */
+ _NEW_POLYGON, /* mesa */
+ ST_NEW_VERTEX_PROGRAM | ST_NEW_EDGEFLAGS_DATA /* st */
},
update_vp /* update */
};