const GLubyte
_vbo_attribute_alias_map[VP_MODE_MAX][VERT_ATTRIB_MAX] = {
- /* VP_FF: */
+ /* VP_MODE_FF: */
{
VBO_ATTRIB_POS, /* VERT_ATTRIB_POS */
VBO_ATTRIB_NORMAL, /* VERT_ATTRIB_NORMAL */
VBO_ATTRIB_MAT_BACK_INDEXES /* VERT_ATTRIB_GENERIC15 */
},
- /* VP_SHADER: */
+ /* VP_MODE_SHADER: */
{
VBO_ATTRIB_POS, /* VERT_ATTRIB_POS */
VBO_ATTRIB_NORMAL, /* VERT_ATTRIB_NORMAL */
/* May shuffle the position and generic0 bits around */
GLbitfield vp_inputs = _mesa_get_vao_vp_inputs(vao);
- const enum vp_mode program_mode = get_vp_mode(ctx);
- const GLubyte *const map = _vbo_attribute_alias_map[program_mode];
- switch (program_mode) {
- case VP_FF:
+ const gl_vertex_processing_mode processing_mode
+ = ctx->VertexProgram._VPMode;
+ const GLubyte * const map = _vbo_attribute_alias_map[processing_mode];
+ switch (processing_mode) {
+ case VP_MODE_FF:
/* When no vertex program is active (or the vertex program is generated
* from fixed-function state). We put the material values into the
* generic slots. Since the vao has no material arrays, mute these
break;
- case VP_SHADER:
+ case VP_MODE_SHADER:
/* There are no shaders in OpenGL ES 1.x, so this code path should be
* impossible to reach. The meta code is careful to not use shaders in
* ES1.
GLuint attr;
GLbitfield varying_inputs = 0x0;
- const enum vp_mode program_mode = get_vp_mode(exec->ctx);
- const GLubyte * const map = _vbo_attribute_alias_map[program_mode];
+ const gl_vertex_processing_mode processing_mode
+ = ctx->VertexProgram._VPMode;
+ const GLubyte * const map = _vbo_attribute_alias_map[processing_mode];
/* Grab VERT_ATTRIB_{POS,GENERIC0} from VBO_ATTRIB_POS */
const gl_attribute_map_mode mode = ATTRIBUTE_MAP_MODE_POSITION;
GLuint attr;
GLbitfield varying_inputs = 0x0;
- const enum vp_mode program_mode = get_vp_mode(ctx);
- const GLubyte * const map = _vbo_attribute_alias_map[program_mode];
+ const gl_vertex_processing_mode processing_mode
+ = ctx->VertexProgram._VPMode;
+ const GLubyte * const map = _vbo_attribute_alias_map[processing_mode];
/* Grab VERT_ATTRIB_{POS,GENERIC0} from VBO_ATTRIB_POS */
const gl_attribute_map_mode mode = ATTRIBUTE_MAP_MODE_POSITION;