#include "vbo.h"
#include "vbo_attrib.h"
-#include "vbo_save.h"
#include "vbo_exec.h"
+#if FEATURE_dlist
+#include "vbo_save.h"
+#endif
struct vbo_context {
struct gl_client_array *generic_currval;
struct gl_client_array *mat_currval;
- GLuint map_vp_none[32];
- GLuint map_vp_arb[32];
+ GLuint map_vp_none[VERT_ATTRIB_MAX];
+ GLuint map_vp_arb[VERT_ATTRIB_MAX];
GLfloat *current[VBO_ATTRIB_MAX]; /* points into ctx->Current, ctx->Light.Material */
GLfloat CurrentFloatEdgeFlag;
struct vbo_exec_context exec;
+#if FEATURE_dlist
struct vbo_save_context save;
+#endif
/* Callback into the driver. This must always succeed, the driver
* is responsible for initiating any fallback actions required:
return (struct vbo_context *)(ctx->swtnl_im);
}
-enum {
- VP_NONE = 1,
- VP_NV,
- VP_ARB
-};
-static INLINE GLuint get_program_mode( GLcontext *ctx )
+/**
+ * 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 )
{
- if (!ctx->VertexProgram._Enabled)
+ if (!ctx->VertexProgram._Current)
+ return VP_NONE;
+ else if (ctx->VertexProgram._Current == ctx->VertexProgram._TnlProgram)
return VP_NONE;
- else if (ctx->VertexProgram.Current->IsNVProgram)
+ else if (ctx->VertexProgram._Current->IsNVProgram)
return VP_NV;
else
return VP_ARB;