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authorMathias Fröhlich <[email protected]>2018-02-03 10:42:01 +0100
committerMathias Fröhlich <[email protected]>2018-02-23 05:33:36 +0100
commit60c3ca1b2399804257cad394267ca740017361c6 (patch)
treeb7cfc3fa0874c47315bde49989088b4118b57f2e /src/mesa/vbo/vbo_exec_array.c
parent92d76a169127a6b8b4e2027a95425b592d0ca3db (diff)
vbo: Use _VPMode instead of get_vp_mode().
At those places where we used get_vp_mode() use gl_vertex_program_state::_VPMode instead. Signed-off-by: Mathias Fröhlich <[email protected]> Reviewed-by: Brian Paul <[email protected]>
Diffstat (limited to 'src/mesa/vbo/vbo_exec_array.c')
-rw-r--r--src/mesa/vbo/vbo_exec_array.c11
1 files changed, 6 insertions, 5 deletions
diff --git a/src/mesa/vbo/vbo_exec_array.c b/src/mesa/vbo/vbo_exec_array.c
index 25abe095599..0c3c9017b14 100644
--- a/src/mesa/vbo/vbo_exec_array.c
+++ b/src/mesa/vbo/vbo_exec_array.c
@@ -338,10 +338,11 @@ recalculate_input_bindings(struct gl_context *ctx)
/* 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
@@ -352,7 +353,7 @@ recalculate_input_bindings(struct gl_context *ctx)
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.