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mesa: rename STATE_LIGHT_ATTRIBS -> STATE_LIGHT_ARRAY for consistency
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8183>
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2 changed files with 9 additions and 9 deletions
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@ -116,7 +116,7 @@ fetch_state(struct gl_context *ctx, const gl_state_index16 state[],
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value[0] = ctx->Light.LightSource[ln].SpotCutoff;
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return;
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}
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case STATE_LIGHT_ATTRIBS: {
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case STATE_LIGHT_ARRAY: {
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/* This must be exact because it must match the gl_LightSource layout
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* in GLSL.
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*/
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@ -164,7 +164,7 @@ fetch_state(struct gl_context *ctx, const gl_state_index16 state[],
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for (int i = 0; i < 3; i++) {
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/* We want attr to access out of bounds into the following Diffuse
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* and Specular fields. This is guaranteed to work because
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* STATE_LIGHT and STATE_LIGHT_ATTRIBS also rely on this memory
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* STATE_LIGHT and STATE_LIGHT_ARRAY also rely on this memory
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* layout.
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*/
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STATIC_ASSERT(offsetof(struct gl_light_uniforms, Ambient) + 16 ==
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@ -665,7 +665,7 @@ _mesa_program_state_flags(const gl_state_index16 state[STATE_LENGTH])
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return _NEW_LIGHT | _NEW_CURRENT_ATTRIB;
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case STATE_LIGHT:
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case STATE_LIGHT_ATTRIBS:
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case STATE_LIGHT_ARRAY:
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case STATE_LIGHTMODEL_AMBIENT:
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return _NEW_LIGHT;
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@ -802,8 +802,8 @@ append_token(char *dst, gl_state_index k)
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case STATE_LIGHT:
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append(dst, "light");
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break;
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case STATE_LIGHT_ATTRIBS:
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append(dst, "light.attribs");
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case STATE_LIGHT_ARRAY:
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append(dst, "light.array");
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break;
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case STATE_LIGHTMODEL_AMBIENT:
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append(dst, "lightmodel.ambient");
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@ -1053,7 +1053,7 @@ _mesa_program_state_string(const gl_state_index16 state[STATE_LENGTH])
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append_index(str, state[1], true); /* light number [i]. */
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append_token(str, state[2]); /* coefficients */
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break;
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case STATE_LIGHT_ATTRIBS:
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case STATE_LIGHT_ARRAY:
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sprintf(tmp, "[%d..%d]", state[1], state[1] + state[2] - 1);
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append(str, tmp);
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break;
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@ -1313,8 +1313,8 @@ _mesa_optimize_state_parameters(struct gl_constants *consts,
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break; /* The adjacent state var is incompatible. */
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}
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if (last_param > first_param) {
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/* Convert the state var to STATE_LIGHT_ATTRIBS. */
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list->Parameters[first_param].StateIndexes[0] = STATE_LIGHT_ATTRIBS;
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/* Convert the state var to STATE_LIGHT_ARRAY. */
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list->Parameters[first_param].StateIndexes[0] = STATE_LIGHT_ARRAY;
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/* Set the offset in floats. */
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list->Parameters[first_param].StateIndexes[1] =
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list->Parameters[first_param].StateIndexes[1] * /* light index */
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@ -56,7 +56,7 @@ typedef enum gl_state_index_ {
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STATE_MATERIAL = 100, /* start at 100 so small ints are seen as ints */
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STATE_LIGHT, /* One gl_light attribute. */
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STATE_LIGHT_ATTRIBS, /* Multiple gl_light attributes loaded at once. */
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STATE_LIGHT_ARRAY, /* Multiple gl_light attributes loaded at once. */
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STATE_LIGHTMODEL_AMBIENT,
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STATE_LIGHTMODEL_SCENECOLOR,
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STATE_LIGHTPROD,
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