This is where it belongs.
Reviewed-by: Zoltán Böszörményi <zboszor@gmail.com>
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8798>
ctx->NewDriverState = ~0;
ctx->ErrorValue = GL_NO_ERROR;
ctx->ShareGroupReset = false;
- ctx->varying_vp_inputs = VERT_BIT_ALL;
+ ctx->VertexProgram._VaryingInputs = VERT_BIT_ALL;
ctx->IntelBlackholeRender = env_var_as_boolean("INTEL_BLACKHOLE_DEFAULT", false);
return GL_TRUE;
GLbitfield possible_inputs = 0;
/* _NEW_VARYING_VP_INPUTS */
- GLbitfield varying_inputs = ctx->varying_vp_inputs;
- /* We only update ctx->varying_vp_inputs when in VP_MODE_FF _VPMode */
+ GLbitfield varying_inputs = ctx->VertexProgram._VaryingInputs;
+ /* We only update ctx->VertexProgram._VaryingInputs when in VP_MODE_FF _VPMode */
assert(VP_MODE_FF == ctx->VertexProgram._VPMode);
/* These get generated in the setup routine regardless of the
key->need_eye_coords = ctx->_NeedEyeCoords;
key->fragprog_inputs_read = fp->info.inputs_read;
- key->varying_vp_inputs = ctx->varying_vp_inputs;
+ key->varying_vp_inputs = ctx->VertexProgram._VaryingInputs;
if (ctx->RenderMode == GL_FEEDBACK) {
/* make sure the vertprog emits color and tex0 */
struct gl_program *prog;
struct state_key key;
- /* We only update ctx->varying_vp_inputs when in VP_MODE_FF _VPMode */
+ /* We only update ctx->VertexProgram._VaryingInputs when in VP_MODE_FF _VPMode */
assert(VP_MODE_FF == ctx->VertexProgram._VPMode);
/* Grab all the relevant state and put it in a single structure:
* vertex program which are heavyweight already.
*/
gl_vertex_processing_mode _VPMode;
+
+ GLbitfield _VaryingInputs; /**< mask of VERT_BIT_* flags */
};
/**
/* gap */
#define _NEW_FRAG_CLAMP (1u << 29)
/* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
-#define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
+#define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::VertexProgram._VaryingInputs */
#define _NEW_ALL ~0
/*@}*/
/* Is gl_PrimitiveID unused by the current shaders? */
bool _PrimitiveIDIsUnused;
- GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
-
/** \name Derived state */
GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
GLfloat _EyeZDir[3];
set_varying_vp_inputs(struct gl_context *ctx, GLbitfield varying_inputs)
{
if (ctx->VertexProgram._VPModeOptimizesConstantAttribs &&
- ctx->varying_vp_inputs != varying_inputs) {
- ctx->varying_vp_inputs = varying_inputs;
+ ctx->VertexProgram._VaryingInputs != varying_inputs) {
+ ctx->VertexProgram._VaryingInputs = varying_inputs;
ctx->NewState |= _NEW_VARYING_VP_INPUTS;
}
}
/* Finally memorize the value */
ctx->VertexProgram._VPMode = m;
- /* The gl_context::varying_vp_inputs value is only used when in
+ /* The gl_context::VertexProgram._VaryingInputs value is only used when in
* VP_MODE_FF mode and the fixed-func pipeline is emulated by shaders.
*/
ctx->VertexProgram._VPModeOptimizesConstantAttribs =