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authorMichal Krol <[email protected]>2006-04-11 11:41:11 +0000
committerMichal Krol <[email protected]>2006-04-11 11:41:11 +0000
commitbb38cadb1c5f2dc13096a091bdaf61dc3e3cfa4d (patch)
tree8474881f1f529e1217d3442a98defb1a667b8403 /src/mesa/main/state.c
parentd90ad3fd876860b7a2ba763c031e46f76e4c47c6 (diff)
More GLSL code:
- use macros to access and modify render inputs bit-field; - un-alias generic vertex attributes for ARB vertex calls; - use MAX_VERTEX_PROGRAM_ATTRIBS (NV code) or MAX_VERTEX_ATTRIBS (ARB code) in place of VERT_ATTRIB_MAX; - define VERT_ATTRIB_GENERIC0..15 for un-aliased vertex attributes for ARB_vertex_shader; - fix generic attribute index range check in arbprogparse.c; - interface GLSL varyings between vertex and fragment shader; - use 64-bit optimised bitset (bitset.h) for render inputs;
Diffstat (limited to 'src/mesa/main/state.c')
-rw-r--r--src/mesa/main/state.c17
1 files changed, 15 insertions, 2 deletions
diff --git a/src/mesa/main/state.c b/src/mesa/main/state.c
index 7e452bdfd7f..761a45f2bd8 100644
--- a/src/mesa/main/state.c
+++ b/src/mesa/main/state.c
@@ -820,7 +820,11 @@ update_arrays( GLcontext *ctx )
/* find min of _MaxElement values for all enabled arrays */
/* 0 */
- if (ctx->VertexProgram._Enabled
+ if (ctx->ShaderObjects._VertexShaderPresent
+ && ctx->Array.VertexAttrib[VERT_ATTRIB_GENERIC0].Enabled) {
+ min = ctx->Array.VertexAttrib[VERT_ATTRIB_GENERIC0]._MaxElement;
+ }
+ else if (ctx->VertexProgram._Enabled
&& ctx->Array.VertexAttrib[VERT_ATTRIB_POS].Enabled) {
min = ctx->Array.VertexAttrib[VERT_ATTRIB_POS]._MaxElement;
}
@@ -888,7 +892,7 @@ update_arrays( GLcontext *ctx )
}
/* 8..15 */
- for (i = VERT_ATTRIB_TEX0; i < VERT_ATTRIB_MAX; i++) {
+ for (i = VERT_ATTRIB_TEX0; i <= VERT_ATTRIB_TEX7; i++) {
if (ctx->VertexProgram._Enabled
&& ctx->Array.VertexAttrib[i].Enabled) {
min = MIN2(min, ctx->Array.VertexAttrib[i]._MaxElement);
@@ -899,6 +903,15 @@ update_arrays( GLcontext *ctx )
}
}
+ /* 16..31 */
+ if (ctx->ShaderObjects._VertexShaderPresent) {
+ for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++) {
+ if (ctx->Array.VertexAttrib[i].Enabled) {
+ min = MIN2(min, ctx->Array.VertexAttrib[i]._MaxElement);
+ }
+ }
+ }
+
if (ctx->Array.Index.Enabled) {
min = MIN2(min, ctx->Array.Index._MaxElement);
}