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;
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@@ -820,7 +820,11 @@ update_arrays( GLcontext *ctx )
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/* find min of _MaxElement values for all enabled arrays */
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/* 0 */
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if (ctx->VertexProgram._Enabled
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if (ctx->ShaderObjects._VertexShaderPresent
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&& ctx->Array.VertexAttrib[VERT_ATTRIB_GENERIC0].Enabled) {
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min = ctx->Array.VertexAttrib[VERT_ATTRIB_GENERIC0]._MaxElement;
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}
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else if (ctx->VertexProgram._Enabled
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&& ctx->Array.VertexAttrib[VERT_ATTRIB_POS].Enabled) {
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min = ctx->Array.VertexAttrib[VERT_ATTRIB_POS]._MaxElement;
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}
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@@ -888,7 +892,7 @@ update_arrays( GLcontext *ctx )
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}
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/* 8..15 */
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for (i = VERT_ATTRIB_TEX0; i < VERT_ATTRIB_MAX; i++) {
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for (i = VERT_ATTRIB_TEX0; i <= VERT_ATTRIB_TEX7; i++) {
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if (ctx->VertexProgram._Enabled
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&& ctx->Array.VertexAttrib[i].Enabled) {
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min = MIN2(min, ctx->Array.VertexAttrib[i]._MaxElement);
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@@ -899,6 +903,15 @@ update_arrays( GLcontext *ctx )
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}
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}
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/* 16..31 */
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if (ctx->ShaderObjects._VertexShaderPresent) {
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for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++) {
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if (ctx->Array.VertexAttrib[i].Enabled) {
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min = MIN2(min, ctx->Array.VertexAttrib[i]._MaxElement);
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}
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}
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}
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if (ctx->Array.Index.Enabled) {
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min = MIN2(min, ctx->Array.Index._MaxElement);
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}
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