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-rw-r--r--src/mesa/vbo/vbo_attrib.h21
-rw-r--r--src/mesa/vbo/vbo_attrib_tmp.h4
2 files changed, 13 insertions, 12 deletions
diff --git a/src/mesa/vbo/vbo_attrib.h b/src/mesa/vbo/vbo_attrib.h
index fb11596e88b..ba36ab75aa5 100644
--- a/src/mesa/vbo/vbo_attrib.h
+++ b/src/mesa/vbo/vbo_attrib.h
@@ -34,22 +34,23 @@
/*
- * Note: The first attributes match the VERT_ATTRIB_* definitions
- * in mtypes.h. However, the tnl module has additional attributes
- * for materials, color indexes, edge flags, etc.
+ * Note: The first 32 attributes match the VERT_ATTRIB_* definitions.
+ * However, we have extra attributes for storing per-vertex glMaterial
+ * values. The material attributes get shifted into the generic positions
+ * at draw time.
+ *
+ * One reason we can't alias materials and generics here is display lists.
+ * A display list might contain both generic attributes and material
+ * attributes which are selected at draw time depending on whether we're
+ * using fixed function or a shader. <sigh>
*/
-/* Although it's nice to use these as bit indexes in a DWORD flag, we
- * could manage without if necessary. Another limit currently is the
- * number of bits allocated for these numbers in places like vertex
- * program instruction formats and register layouts.
- */
-enum {
+enum vbo_attrib {
VBO_ATTRIB_POS,
VBO_ATTRIB_NORMAL,
VBO_ATTRIB_COLOR0,
VBO_ATTRIB_COLOR1,
VBO_ATTRIB_FOG,
- VBO_ATTRIB_INDEX,
+ VBO_ATTRIB_COLOR_INDEX,
VBO_ATTRIB_EDGEFLAG,
VBO_ATTRIB_TEX0,
VBO_ATTRIB_TEX1,
diff --git a/src/mesa/vbo/vbo_attrib_tmp.h b/src/mesa/vbo/vbo_attrib_tmp.h
index 126e4ef0d6e..fd24e571c7e 100644
--- a/src/mesa/vbo/vbo_attrib_tmp.h
+++ b/src/mesa/vbo/vbo_attrib_tmp.h
@@ -445,14 +445,14 @@ static void GLAPIENTRY
TAG(Indexf)(GLfloat f)
{
GET_CURRENT_CONTEXT(ctx);
- ATTR1F(VBO_ATTRIB_INDEX, f);
+ ATTR1F(VBO_ATTRIB_COLOR_INDEX, f);
}
static void GLAPIENTRY
TAG(Indexfv)(const GLfloat * f)
{
GET_CURRENT_CONTEXT(ctx);
- ATTR1FV(VBO_ATTRIB_INDEX, f);
+ ATTR1FV(VBO_ATTRIB_COLOR_INDEX, f);
}