tnl->pipeline.new_state |= new_state;
- /* Calculate tnl->render_inputs:
+ /* Calculate tnl->render_inputs. This bitmask indicates which vertex
+ * attributes need to be emitted to the rasterizer.
*/
if (ctx->Visual.rgbMode) {
GLuint i;
RENDERINPUTS_ZERO( tnl->render_inputs_bitset );
RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_POS );
+
if (!fp || (fp->Base.InputsRead & FRAG_BIT_COL0)) {
RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_COLOR0 );
}
+
+ if (NEED_SECONDARY_COLOR(ctx))
+ RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_COLOR1 );
+
for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
- if (ctx->Texture._EnabledCoordUnits & (1 << i)) {
+ if (ctx->Texture._EnabledCoordUnits & (1 << i) ||
+ (fp && fp->Base.InputsRead & FRAG_BIT_TEX(i))) {
RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_TEX(i) );
}
}
-
- if (NEED_SECONDARY_COLOR(ctx))
- RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_COLOR1 );
}
else {
RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_POS );