mesa: Move seperate_specular into the lighting section.

For the state key for hashing fixed function
vertex shaders, the information is only evaluated
if lighting is generally switched on.

Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Mathias Fröhlich 2018-01-27 12:09:00 -07:00 committed by Brian Paul
parent 11e665d434
commit 63e845d3cc

View file

@ -166,9 +166,6 @@ static void make_state_key( struct gl_context *ctx, struct state_key *key )
key->fragprog_inputs_read |= (VARYING_BIT_COL0 | VARYING_BIT_TEX0);
}
key->separate_specular = (ctx->Light.Model.ColorControl ==
GL_SEPARATE_SPECULAR_COLOR);
if (ctx->Light.Enabled) {
key->light_global_enabled = 1;
@ -178,6 +175,9 @@ static void make_state_key( struct gl_context *ctx, struct state_key *key )
if (ctx->Light.Model.TwoSide)
key->light_twoside = 1;
if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
key->separate_specular = 1;
if (ctx->Light.ColorMaterialEnabled) {
key->light_color_material_mask = ctx->Light._ColorMaterialBitmask;
}