#ifndef _VBO_CONTEXT_H
#define _VBO_CONTEXT_H
+#include "main/mfeatures.h"
#include "vbo.h"
#include "vbo_attrib.h"
#include "vbo_exec.h"
struct gl_client_array *generic_currval;
struct gl_client_array *mat_currval;
+ /** Map VERT_ATTRIB_x to VBO_ATTRIB_y */
GLuint map_vp_none[VERT_ATTRIB_MAX];
GLuint map_vp_arb[VERT_ATTRIB_MAX];
};
-static INLINE struct vbo_context *vbo_context(GLcontext *ctx)
+static inline struct vbo_context *vbo_context(struct gl_context *ctx)
{
return (struct vbo_context *)(ctx->swtnl_im);
}
* Return VP_x token to indicate whether we're running fixed-function
* vertex transformation, an NV vertex program or ARB vertex program/shader.
*/
-static INLINE enum vp_mode
-get_program_mode( GLcontext *ctx )
+static inline enum vp_mode
+get_program_mode( struct gl_context *ctx )
{
if (!ctx->VertexProgram._Current)
return VP_NONE;