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mesa: Track enabled lights in a bitmask
This enables some optimizations afterwards. Reviewed-by: Brian Paul <brianp@vmware.com> Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
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3 changed files with 5 additions and 0 deletions
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@ -402,10 +402,12 @@ _mesa_set_enable(struct gl_context *ctx, GLenum cap, GLboolean state)
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FLUSH_VERTICES(ctx, _NEW_LIGHT);
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ctx->Light.Light[cap-GL_LIGHT0].Enabled = state;
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if (state) {
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ctx->Light._EnabledLights |= 1u << (cap - GL_LIGHT0);
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insert_at_tail(&ctx->Light.EnabledList,
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&ctx->Light.Light[cap-GL_LIGHT0]);
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}
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else {
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ctx->Light._EnabledLights &= ~(1u << (cap - GL_LIGHT0));
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remove_from_list(&ctx->Light.Light[cap-GL_LIGHT0]);
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}
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break;
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@ -1171,6 +1171,7 @@ _mesa_init_lighting( struct gl_context *ctx )
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GLuint i;
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/* Lighting group */
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ctx->Light._EnabledLights = 0;
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for (i = 0; i < MAX_LIGHTS; i++) {
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init_light( &ctx->Light.Light[i], i );
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}
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@ -630,6 +630,8 @@ struct gl_light_attrib
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* Derived state for optimizations:
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*/
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/*@{*/
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GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
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GLboolean _NeedEyeCoords;
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GLboolean _NeedVertices; /**< Use fast shader? */
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struct gl_light EnabledList; /**< List sentinel */
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