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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>
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1 changed files with 3 additions and 3 deletions
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@ -166,9 +166,6 @@ static void make_state_key( struct gl_context *ctx, struct state_key *key )
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key->fragprog_inputs_read |= (VARYING_BIT_COL0 | VARYING_BIT_TEX0);
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}
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key->separate_specular = (ctx->Light.Model.ColorControl ==
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GL_SEPARATE_SPECULAR_COLOR);
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if (ctx->Light.Enabled) {
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key->light_global_enabled = 1;
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@ -178,6 +175,9 @@ static void make_state_key( struct gl_context *ctx, struct state_key *key )
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if (ctx->Light.Model.TwoSide)
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key->light_twoside = 1;
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if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
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key->separate_specular = 1;
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if (ctx->Light.ColorMaterialEnabled) {
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key->light_color_material_mask = ctx->Light._ColorMaterialBitmask;
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}
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