Properly compute render_inputs_bitset when using a vertex program/shader.
This fixes a performance regression introduced early in glsl-compiler-1 work.
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@@ -150,13 +150,19 @@ _tnl_InvalidateState( GLcontext *ctx, GLuint new_state )
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(ctx->VertexProgram._Enabled && ctx->VertexProgram.PointSizeEnabled))
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RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_POINTSIZE );
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#if 1 /* XXX NEW_SLANG */
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RENDERINPUTS_SET_RANGE( tnl->render_inputs_bitset,
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_TNL_FIRST_GENERIC, _TNL_LAST_GENERIC );
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#else
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if (ctx->ShaderObjects._VertexShaderPresent || ctx->ShaderObjects._FragmentShaderPresent)
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RENDERINPUTS_SET_RANGE( tnl->render_inputs_bitset, _TNL_FIRST_GENERIC, _TNL_LAST_GENERIC );
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#endif
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/* check for varying vars which are written by the vertex program */
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{
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struct gl_vertex_program *vp = ctx->VertexProgram._Current;
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if (vp) {
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GLuint i;
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for (i = 0; i < MAX_VARYING; i++) {
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if (vp->Base.OutputsWritten & (1 << (VERT_RESULT_VAR0 + i))) {
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RENDERINPUTS_SET(tnl->render_inputs_bitset,
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_TNL_ATTRIB_GENERIC(i));
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}
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}
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}
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}
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}
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