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>
This commit is contained in:
Mathias Fröhlich 2016-05-22 14:10:19 +02:00
parent 6749d77c69
commit b60c730235
3 changed files with 5 additions and 0 deletions

View file

@ -402,10 +402,12 @@ _mesa_set_enable(struct gl_context *ctx, GLenum cap, GLboolean state)
FLUSH_VERTICES(ctx, _NEW_LIGHT);
ctx->Light.Light[cap-GL_LIGHT0].Enabled = state;
if (state) {
ctx->Light._EnabledLights |= 1u << (cap - GL_LIGHT0);
insert_at_tail(&ctx->Light.EnabledList,
&ctx->Light.Light[cap-GL_LIGHT0]);
}
else {
ctx->Light._EnabledLights &= ~(1u << (cap - GL_LIGHT0));
remove_from_list(&ctx->Light.Light[cap-GL_LIGHT0]);
}
break;

View file

@ -1171,6 +1171,7 @@ _mesa_init_lighting( struct gl_context *ctx )
GLuint i;
/* Lighting group */
ctx->Light._EnabledLights = 0;
for (i = 0; i < MAX_LIGHTS; i++) {
init_light( &ctx->Light.Light[i], i );
}

View file

@ -630,6 +630,8 @@ struct gl_light_attrib
* Derived state for optimizations:
*/
/*@{*/
GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
GLboolean _NeedEyeCoords;
GLboolean _NeedVertices; /**< Use fast shader? */
struct gl_light EnabledList; /**< List sentinel */