Store clipping distance for user clip planes as part of vertex processing
authorIan Romanick <ian.d.romanick@intel.com>
Fri, 9 Oct 2009 00:28:02 +0000 (17:28 -0700)
committerIan Romanick <ian.d.romanick@intel.com>
Tue, 13 Oct 2009 22:15:20 +0000 (15:15 -0700)
commitf058b25881e08c9d89a33345e5c84e1357396932
tree6cb9994881adeb9f6b14dc860b1bf10cacc66436
parentcf33aaf8fe2b1d22e394f431735b76f3ab04b854
Store clipping distance for user clip planes as part of vertex processing

Once the clipping distance is calculated and stored per vertex, the
distances can be re-used when clipping is actually performed.  This
doesn't have any immediate benefit, but it paves the way for
implementing gl_ClipDistance in vertex shaders and result.clip[] in
vertex programs.

This has not produces any oglconform regressions on my G31 system
which uses software TNL.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
src/mesa/tnl/t_context.h
src/mesa/tnl/t_vb_cliptmp.h
src/mesa/tnl/t_vb_program.c
src/mesa/tnl/t_vb_vertex.c