This is a bitfield of FRAG_BIT_x values so it should be 64-bits now.
_swrast_update_active_attribs(struct gl_context *ctx)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- GLuint attribsMask;
+ GLbitfield64 attribsMask;
/*
* Compute _ActiveAttribsMask = which fragment attributes are needed.
/** List/array of the fragment attributes to interpolate */
GLuint _ActiveAttribs[FRAG_ATTRIB_MAX];
- /** Same info, but as a bitmask */
- GLbitfield _ActiveAttribMask;
+ /** Same info, but as a bitmask of FRAG_BIT_x bits */
+ GLbitfield64 _ActiveAttribMask;
/** Number of fragment attributes to interpolate */
GLuint _NumActiveAttribs;
/** Indicates how each attrib is to be interpolated (lines/tris) */
* should have computed attrStart/Step values for FRAG_ATTRIB_WPOS[3]!
*/
static inline void
-interpolate_active_attribs(struct gl_context *ctx, SWspan *span, GLbitfield attrMask)
+interpolate_active_attribs(struct gl_context *ctx, SWspan *span,
+ GLbitfield64 attrMask)
{
const SWcontext *swrast = SWRAST_CONTEXT(ctx);
const GLuint *colorMask = (GLuint *) ctx->Color.ColorMask;
const GLbitfield origInterpMask = span->interpMask;
const GLbitfield origArrayMask = span->arrayMask;
- const GLbitfield origArrayAttribs = span->arrayAttribs;
+ const GLbitfield64 origArrayAttribs = span->arrayAttribs;
const GLenum origChanType = span->array->ChanType;
void * const origRgba = span->array->rgba;
const GLboolean shader = (ctx->FragmentProgram._Current
*/
GLbitfield arrayMask;
- GLbitfield arrayAttribs;
+ /** Mask of FRAG_BIT_x bits */
+ GLbitfield64 arrayAttribs;
/**
* We store the arrays of fragment values in a separate struct so