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Store clipping distance for user clip planes as part of vertex processing
Once the clipping distance is calculated and stored per vertex, the
distances can be re-used when clipping is actually performed. This
doesn't have any immediate benefit, but it paves the way for
implementing gl_ClipDistance in vertex shaders and result.clip[] in
vertex programs.
This has not produces any oglconform regressions on my G31 system
which uses software TNL.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>