From 9946012949ad294b2255f914fee4c80cff5e0040 Mon Sep 17 00:00:00 2001 From: Brian Date: Mon, 29 Oct 2007 12:18:58 -0600 Subject: [PATCH] refactoring to begin removing dependency on tnl context --- src/mesa/tnl/t_vp_build.c | 39 +++++++++++++++++++++++++++++++++------ 1 file changed, 33 insertions(+), 6 deletions(-) diff --git a/src/mesa/tnl/t_vp_build.c b/src/mesa/tnl/t_vp_build.c index 056eb0db8ef..2b7d8eebe03 100644 --- a/src/mesa/tnl/t_vp_build.c +++ b/src/mesa/tnl/t_vp_build.c @@ -114,10 +114,40 @@ static GLuint translate_texgen( GLboolean enabled, GLenum mode ) } } -static struct state_key *make_state_key( GLcontext *ctx ) + +/** + * Returns bitmask of flags indicating which materials are set per-vertex + * in the current VB. + * XXX get these from the VBO... + */ +static GLbitfield +tnl_get_per_vertex_materials(GLcontext *ctx) { TNLcontext *tnl = TNL_CONTEXT(ctx); struct vertex_buffer *VB = &tnl->vb; + GLuint i; + GLbitfield mask = 0x0; + + for (i = _TNL_FIRST_MAT; i <= _TNL_LAST_MAT; i++) + if (VB->AttribPtr[i] && VB->AttribPtr[i]->stride) + mask |= 1 << (i - _TNL_FIRST_MAT); + + return mask; +} + +/** + * Should fog be computed per-vertex? + */ +static GLbitfield +tnl_get_per_vertex_fog(GLcontext *ctx) +{ + TNLcontext *tnl = TNL_CONTEXT(ctx); + return tnl->_DoVertexFog; +} + + +static struct state_key *make_state_key( GLcontext *ctx ) +{ const struct gl_fragment_program *fp; struct state_key *key = CALLOC_STRUCT(state_key); GLuint i; @@ -152,9 +182,7 @@ static struct state_key *make_state_key( GLcontext *ctx ) key->light_color_material_mask = ctx->Light.ColorMaterialBitmask; } - for (i = _TNL_FIRST_MAT; i <= _TNL_LAST_MAT; i++) - if (VB->AttribPtr[i] && VB->AttribPtr[i]->stride) - key->light_material_mask |= 1<<(i-_TNL_ATTRIB_MAT_FRONT_AMBIENT); + key->light_material_mask = tnl_get_per_vertex_materials(ctx); for (i = 0; i < MAX_LIGHTS; i++) { struct gl_light *light = &ctx->Light.Light[i]; @@ -187,8 +215,7 @@ static struct state_key *make_state_key( GLcontext *ctx ) if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT) key->fog_source_is_depth = 1; - if (tnl->_DoVertexFog) - key->tnl_do_vertex_fog = 1; + key->tnl_do_vertex_fog = tnl_get_per_vertex_fog(ctx); if (ctx->Point._Attenuated) key->point_attenuated = 1; -- 2.30.2