diff options
author | Brian Paul <[email protected]> | 2004-02-11 22:53:38 +0000 |
---|---|---|
committer | Brian Paul <[email protected]> | 2004-02-11 22:53:38 +0000 |
commit | 0d4393a38a2237bb65fbd38b8da73ac328a967d0 (patch) | |
tree | 34aa61a3fe4266e52bece4ac74fc2ef1aba6f9e9 | |
parent | d4baed717f8da74ab641338a134a610daeb2e7dd (diff) |
Fix the problem found with UT after I had added support for glVertexAttrib.
The problem came from using the _glapi_Dispatch->VertexAttrib*fvNV pointers
since they can change from one glArrayElement call to the next.
-rw-r--r-- | src/mesa/main/api_arrayelt.c | 678 |
1 files changed, 568 insertions, 110 deletions
diff --git a/src/mesa/main/api_arrayelt.c b/src/mesa/main/api_arrayelt.c index 93ba0b7bc35..93fade2418d 100644 --- a/src/mesa/main/api_arrayelt.c +++ b/src/mesa/main/api_arrayelt.c @@ -1,8 +1,8 @@ /* * Mesa 3-D graphics library - * Version: 5.1 + * Version: 6.1 * - * Copyright (C) 1999-2003 Brian Paul All Rights Reserved. + * Copyright (C) 1999-2004 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), @@ -34,31 +34,37 @@ #include "macros.h" #include "mtypes.h" - -typedef void (GLAPIENTRY *texarray_func)( GLenum, const void * ); - -typedef struct { - GLint unit; - struct gl_client_array *array; - texarray_func func; -} AEtexarray; - typedef void (GLAPIENTRY *array_func)( const void * ); typedef struct { - struct gl_client_array *array; + const struct gl_client_array *array; array_func func; } AEarray; +typedef void (GLAPIENTRY *attrib_func)( GLuint indx, const void *data ); + +typedef struct { + const struct gl_client_array *array; + attrib_func func; + GLuint index; +} AEattrib; + typedef struct { - AEtexarray texarrays[MAX_TEXTURE_COORD_UNITS + 1]; AEarray arrays[32]; + AEattrib attribs[VERT_ATTRIB_MAX + 1]; GLuint NewState; } AEcontext; #define AE_CONTEXT(ctx) ((AEcontext *)(ctx)->aelt_context) + +/* + * Convert GL_BYTE, GL_UNSIGNED_BYTE, .. GL_DOUBLE into an integer + * in the range [0, 7]. Luckily these type tokens are sequentially + * numbered in gl.h + */ #define TYPE_IDX(t) ((t) & 0xf) + static void (GLAPIENTRY *colorfuncs[2][8])( const void * ) = { { (array_func)glColor3bv, (array_func)glColor3ubv, @@ -108,45 +114,6 @@ static void (GLAPIENTRY *vertexfuncs[3][8])( const void * ) = { (array_func)glVertex4dv } }; - -static void (GLAPIENTRY *multitexfuncs[4][8])( GLenum, const void * ) = { - { 0, - 0, - (texarray_func)glMultiTexCoord1svARB, - 0, - (texarray_func)glMultiTexCoord1ivARB, - 0, - (texarray_func)glMultiTexCoord1fvARB, - (texarray_func)glMultiTexCoord1dvARB }, - - { 0, - 0, - (texarray_func)glMultiTexCoord2svARB, - 0, - (texarray_func)glMultiTexCoord2ivARB, - 0, - (texarray_func)glMultiTexCoord2fvARB, - (texarray_func)glMultiTexCoord2dvARB }, - - { 0, - 0, - (texarray_func)glMultiTexCoord3svARB, - 0, - (texarray_func)glMultiTexCoord3ivARB, - 0, - (texarray_func)glMultiTexCoord3fvARB, - (texarray_func)glMultiTexCoord3dvARB }, - - { 0, - 0, - (texarray_func)glMultiTexCoord4svARB, - 0, - (texarray_func)glMultiTexCoord4ivARB, - 0, - (texarray_func)glMultiTexCoord4fvARB, - (texarray_func)glMultiTexCoord4dvARB } -}; - static void (GLAPIENTRY *indexfuncs[8])( const void * ) = { 0, (array_func)glIndexubv, @@ -158,7 +125,6 @@ static void (GLAPIENTRY *indexfuncs[8])( const void * ) = { (array_func)glIndexdv }; - static void (GLAPIENTRY *normalfuncs[8])( const void * ) = { (array_func)glNormal3bv, 0, @@ -247,6 +213,442 @@ static void (GLAPIENTRY *fogcoordfuncs[8])( const void * ) = { }; +/**********************************************************************/ + +/* GL_BYTE attributes */ + +static void VertexAttrib1Nbv(GLuint index, const GLbyte *v) +{ + _glapi_Dispatch->VertexAttrib1fNV(index, BYTE_TO_FLOAT(v[0])); +} + +static void VertexAttrib1bv(GLuint index, const GLbyte *v) +{ + _glapi_Dispatch->VertexAttrib1fNV(index, v[0]); +} + +static void VertexAttrib2Nbv(GLuint index, const GLbyte *v) +{ + _glapi_Dispatch->VertexAttrib2fNV(index, BYTE_TO_FLOAT(v[0]), + BYTE_TO_FLOAT(v[1])); +} + +static void VertexAttrib2bv(GLuint index, const GLbyte *v) +{ + _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]); +} + +static void VertexAttrib3Nbv(GLuint index, const GLbyte *v) +{ + _glapi_Dispatch->VertexAttrib3fNV(index, BYTE_TO_FLOAT(v[0]), + BYTE_TO_FLOAT(v[1]), + BYTE_TO_FLOAT(v[2])); +} + +static void VertexAttrib3bv(GLuint index, const GLbyte *v) +{ + _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]); +} + +static void VertexAttrib4Nbv(GLuint index, const GLbyte *v) +{ + _glapi_Dispatch->VertexAttrib4fNV(index, BYTE_TO_FLOAT(v[0]), + BYTE_TO_FLOAT(v[1]), + BYTE_TO_FLOAT(v[2]), + BYTE_TO_FLOAT(v[3])); +} + +static void VertexAttrib4bv(GLuint index, const GLbyte *v) +{ + _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]); +} + +/* GL_UNSIGNED_BYTE attributes */ + +static void VertexAttrib1Nubv(GLuint index, const GLubyte *v) +{ + _glapi_Dispatch->VertexAttrib1fNV(index, UBYTE_TO_FLOAT(v[0])); +} + +static void VertexAttrib1ubv(GLuint index, const GLubyte *v) +{ + _glapi_Dispatch->VertexAttrib1fNV(index, v[0]); +} + +static void VertexAttrib2Nubv(GLuint index, const GLubyte *v) +{ + _glapi_Dispatch->VertexAttrib2fNV(index, UBYTE_TO_FLOAT(v[0]), + UBYTE_TO_FLOAT(v[1])); +} + +static void VertexAttrib2ubv(GLuint index, const GLubyte *v) +{ + _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]); +} + +static void VertexAttrib3Nubv(GLuint index, const GLubyte *v) +{ + _glapi_Dispatch->VertexAttrib3fNV(index, UBYTE_TO_FLOAT(v[0]), + UBYTE_TO_FLOAT(v[1]), + UBYTE_TO_FLOAT(v[2])); +} +static void VertexAttrib3ubv(GLuint index, const GLubyte *v) +{ + _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]); +} + +static void VertexAttrib4Nubv(GLuint index, const GLubyte *v) +{ + _glapi_Dispatch->VertexAttrib4fNV(index, UBYTE_TO_FLOAT(v[0]), + UBYTE_TO_FLOAT(v[1]), + UBYTE_TO_FLOAT(v[2]), + UBYTE_TO_FLOAT(v[3])); +} + +static void VertexAttrib4ubv(GLuint index, const GLubyte *v) +{ + _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]); +} + +/* GL_SHORT attributes */ + +static void VertexAttrib1Nsv(GLuint index, const GLshort *v) +{ + _glapi_Dispatch->VertexAttrib1fNV(index, SHORT_TO_FLOAT(v[0])); +} + +static void VertexAttrib1sv(GLuint index, const GLshort *v) +{ + _glapi_Dispatch->VertexAttrib1fNV(index, v[0]); +} + +static void VertexAttrib2Nsv(GLuint index, const GLshort *v) +{ + _glapi_Dispatch->VertexAttrib2fNV(index, SHORT_TO_FLOAT(v[0]), + SHORT_TO_FLOAT(v[1])); +} + +static void VertexAttrib2sv(GLuint index, const GLshort *v) +{ + _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]); +} + +static void VertexAttrib3Nsv(GLuint index, const GLshort *v) +{ + _glapi_Dispatch->VertexAttrib3fNV(index, SHORT_TO_FLOAT(v[0]), + SHORT_TO_FLOAT(v[1]), + SHORT_TO_FLOAT(v[2])); +} + +static void VertexAttrib3sv(GLuint index, const GLshort *v) +{ + _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]); +} + +static void VertexAttrib4Nsv(GLuint index, const GLshort *v) +{ + _glapi_Dispatch->VertexAttrib4fNV(index, SHORT_TO_FLOAT(v[0]), + SHORT_TO_FLOAT(v[1]), + SHORT_TO_FLOAT(v[2]), + SHORT_TO_FLOAT(v[3])); +} + +static void VertexAttrib4sv(GLuint index, const GLshort *v) +{ + _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]); +} + +/* GL_UNSIGNED_SHORT attributes */ + +static void VertexAttrib1Nusv(GLuint index, const GLushort *v) +{ + _glapi_Dispatch->VertexAttrib1fNV(index, USHORT_TO_FLOAT(v[0])); +} + +static void VertexAttrib1usv(GLuint index, const GLushort *v) +{ + _glapi_Dispatch->VertexAttrib1fNV(index, v[0]); +} + +static void VertexAttrib2Nusv(GLuint index, const GLushort *v) +{ + _glapi_Dispatch->VertexAttrib2fNV(index, USHORT_TO_FLOAT(v[0]), + USHORT_TO_FLOAT(v[1])); +} + +static void VertexAttrib2usv(GLuint index, const GLushort *v) +{ + _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]); +} + +static void VertexAttrib3Nusv(GLuint index, const GLushort *v) +{ + _glapi_Dispatch->VertexAttrib3fNV(index, USHORT_TO_FLOAT(v[0]), + USHORT_TO_FLOAT(v[1]), + USHORT_TO_FLOAT(v[2])); +} + +static void VertexAttrib3usv(GLuint index, const GLushort *v) +{ + _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]); +} + +static void VertexAttrib4Nusv(GLuint index, const GLushort *v) +{ + _glapi_Dispatch->VertexAttrib4fNV(index, USHORT_TO_FLOAT(v[0]), + USHORT_TO_FLOAT(v[1]), + USHORT_TO_FLOAT(v[2]), + USHORT_TO_FLOAT(v[3])); +} + +static void VertexAttrib4usv(GLuint index, const GLushort *v) +{ + _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]); +} + +/* GL_INT attributes */ + +static void VertexAttrib1Niv(GLuint index, const GLint *v) +{ + _glapi_Dispatch->VertexAttrib1fNV(index, INT_TO_FLOAT(v[0])); +} + +static void VertexAttrib1iv(GLuint index, const GLint *v) +{ + _glapi_Dispatch->VertexAttrib1fNV(index, v[0]); +} + +static void VertexAttrib2Niv(GLuint index, const GLint *v) +{ + _glapi_Dispatch->VertexAttrib2fNV(index, INT_TO_FLOAT(v[0]), + INT_TO_FLOAT(v[1])); +} + +static void VertexAttrib2iv(GLuint index, const GLint *v) +{ + _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]); +} + +static void VertexAttrib3Niv(GLuint index, const GLint *v) +{ + _glapi_Dispatch->VertexAttrib3fNV(index, INT_TO_FLOAT(v[0]), + INT_TO_FLOAT(v[1]), + INT_TO_FLOAT(v[2])); +} + +static void VertexAttrib3iv(GLuint index, const GLint *v) +{ + _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]); +} + +static void VertexAttrib4Niv(GLuint index, const GLint *v) +{ + _glapi_Dispatch->VertexAttrib4fNV(index, INT_TO_FLOAT(v[0]), + INT_TO_FLOAT(v[1]), + INT_TO_FLOAT(v[2]), + INT_TO_FLOAT(v[3])); +} + +static void VertexAttrib4iv(GLuint index, const GLint *v) +{ + _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]); +} + +/* GL_UNSIGNED_INT attributes */ + +static void VertexAttrib1Nuiv(GLuint index, const GLuint *v) +{ + _glapi_Dispatch->VertexAttrib1fNV(index, UINT_TO_FLOAT(v[0])); +} + +static void VertexAttrib1uiv(GLuint index, const GLuint *v) +{ + _glapi_Dispatch->VertexAttrib1fNV(index, v[0]); +} + +static void VertexAttrib2Nuiv(GLuint index, const GLuint *v) +{ + _glapi_Dispatch->VertexAttrib2fNV(index, UINT_TO_FLOAT(v[0]), + UINT_TO_FLOAT(v[1])); +} + +static void VertexAttrib2uiv(GLuint index, const GLuint *v) +{ + _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]); +} + +static void VertexAttrib3Nuiv(GLuint index, const GLuint *v) +{ + _glapi_Dispatch->VertexAttrib3fNV(index, UINT_TO_FLOAT(v[0]), + UINT_TO_FLOAT(v[1]), + UINT_TO_FLOAT(v[2])); +} + +static void VertexAttrib3uiv(GLuint index, const GLuint *v) +{ + _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]); +} + +static void VertexAttrib4Nuiv(GLuint index, const GLuint *v) +{ + _glapi_Dispatch->VertexAttrib4fNV(index, UINT_TO_FLOAT(v[0]), + UINT_TO_FLOAT(v[1]), + UINT_TO_FLOAT(v[2]), + UINT_TO_FLOAT(v[3])); +} + +static void VertexAttrib4uiv(GLuint index, const GLuint *v) +{ + _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]); +} + +/* GL_FLOAT attributes */ + +static void VertexAttrib1fv(GLuint index, const GLfloat *v) +{ + _glapi_Dispatch->VertexAttrib1fvNV(index, v); +} + +static void VertexAttrib2fv(GLuint index, const GLfloat *v) +{ + _glapi_Dispatch->VertexAttrib2fvNV(index, v); +} + +static void VertexAttrib3fv(GLuint index, const GLfloat *v) +{ + _glapi_Dispatch->VertexAttrib3fvNV(index, v); +} + +static void VertexAttrib4fv(GLuint index, const GLfloat *v) +{ + _glapi_Dispatch->VertexAttrib4fvNV(index, v); +} + +/* GL_DOUBLE attributes */ + +static void VertexAttrib1dv(GLuint index, const GLdouble *v) +{ + _glapi_Dispatch->VertexAttrib1dvNV(index, v); +} + +static void VertexAttrib2dv(GLuint index, const GLdouble *v) +{ + _glapi_Dispatch->VertexAttrib2dvNV(index, v); +} + +static void VertexAttrib3dv(GLuint index, const GLdouble *v) +{ + _glapi_Dispatch->VertexAttrib3dvNV(index, v); +} + +static void VertexAttrib4dv(GLuint index, const GLdouble *v) +{ + _glapi_Dispatch->VertexAttrib4dvNV(index, v); +} + + +/* + * Array [size][type] of VertexAttrib functions + */ +static void (GLAPIENTRY *attribfuncs[2][4][8])( GLuint, const void * ) = { + { + /* non-normalized */ + { + /* size 1 */ + (attrib_func) VertexAttrib1bv, + (attrib_func) VertexAttrib1ubv, + (attrib_func) VertexAttrib1sv, + (attrib_func) VertexAttrib1usv, + (attrib_func) VertexAttrib1iv, + (attrib_func) VertexAttrib1uiv, + (attrib_func) VertexAttrib1fv, + (attrib_func) VertexAttrib1dv + }, + { + /* size 2 */ + (attrib_func) VertexAttrib2bv, + (attrib_func) VertexAttrib2ubv, + (attrib_func) VertexAttrib2sv, + (attrib_func) VertexAttrib2usv, + (attrib_func) VertexAttrib2iv, + (attrib_func) VertexAttrib2uiv, + (attrib_func) VertexAttrib2fv, + (attrib_func) VertexAttrib2dv + }, + { + /* size 3 */ + (attrib_func) VertexAttrib3bv, + (attrib_func) VertexAttrib3ubv, + (attrib_func) VertexAttrib3sv, + (attrib_func) VertexAttrib3usv, + (attrib_func) VertexAttrib3iv, + (attrib_func) VertexAttrib3uiv, + (attrib_func) VertexAttrib3fv, + (attrib_func) VertexAttrib3dv + }, + { + /* size 4 */ + (attrib_func) VertexAttrib4bv, + (attrib_func) VertexAttrib4ubv, + (attrib_func) VertexAttrib4sv, + (attrib_func) VertexAttrib4usv, + (attrib_func) VertexAttrib4iv, + (attrib_func) VertexAttrib4uiv, + (attrib_func) VertexAttrib4fv, + (attrib_func) VertexAttrib4dv + } + }, + { + /* normalized (except for float/double) */ + { + /* size 1 */ + (attrib_func) VertexAttrib1Nbv, + (attrib_func) VertexAttrib1Nubv, + (attrib_func) VertexAttrib1Nsv, + (attrib_func) VertexAttrib1Nusv, + (attrib_func) VertexAttrib1Niv, + (attrib_func) VertexAttrib1Nuiv, + (attrib_func) VertexAttrib1fv, + (attrib_func) VertexAttrib1dv + }, + { + /* size 2 */ + (attrib_func) VertexAttrib2Nbv, + (attrib_func) VertexAttrib2Nubv, + (attrib_func) VertexAttrib2Nsv, + (attrib_func) VertexAttrib2Nusv, + (attrib_func) VertexAttrib2Niv, + (attrib_func) VertexAttrib2Nuiv, + (attrib_func) VertexAttrib2fv, + (attrib_func) VertexAttrib2dv + }, + { + /* size 3 */ + (attrib_func) VertexAttrib3Nbv, + (attrib_func) VertexAttrib3Nubv, + (attrib_func) VertexAttrib3Nsv, + (attrib_func) VertexAttrib3Nusv, + (attrib_func) VertexAttrib3Niv, + (attrib_func) VertexAttrib3Nuiv, + (attrib_func) VertexAttrib3fv, + (attrib_func) VertexAttrib3dv + }, + { + /* size 4 */ + (attrib_func) VertexAttrib4Nbv, + (attrib_func) VertexAttrib4Nubv, + (attrib_func) VertexAttrib4Nsv, + (attrib_func) VertexAttrib4Nusv, + (attrib_func) VertexAttrib4Niv, + (attrib_func) VertexAttrib4Nuiv, + (attrib_func) VertexAttrib4fv, + (attrib_func) VertexAttrib4dv + } + } +}; + +/**********************************************************************/ + GLboolean _ae_create_context( GLcontext *ctx ) { @@ -271,68 +673,124 @@ void _ae_destroy_context( GLcontext *ctx ) } +/** + * Make a list of per-vertex functions to call for each glArrayElement call. + * These functions access the array data (i.e. glVertex, glColor, glNormal, etc); + */ static void _ae_update_state( GLcontext *ctx ) { AEcontext *actx = AE_CONTEXT(ctx); - AEtexarray *ta = actx->texarrays; AEarray *aa = actx->arrays; + AEattrib *at = actx->attribs; GLuint i; - for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++) - if (ctx->Array.TexCoord[i].Enabled) { - ta->unit = i; - ta->array = &ctx->Array.TexCoord[i]; - ta->func = multitexfuncs[ta->array->Size-1][TYPE_IDX(ta->array->Type)]; - ta++; - } - - ta->func = 0; - - if (ctx->Array.Color.Enabled) { - aa->array = &ctx->Array.Color; - aa->func = colorfuncs[aa->array->Size-3][TYPE_IDX(aa->array->Type)]; - aa++; - } - - if (ctx->Array.Normal.Enabled) { - aa->array = &ctx->Array.Normal; - aa->func = normalfuncs[TYPE_IDX(aa->array->Type)]; - aa++; - } - + /* yuck, no generic array to correspond to color index or edge flag */ if (ctx->Array.Index.Enabled) { aa->array = &ctx->Array.Index; aa->func = indexfuncs[TYPE_IDX(aa->array->Type)]; aa++; } - if (ctx->Array.EdgeFlag.Enabled) { aa->array = &ctx->Array.EdgeFlag; - aa->func = (array_func)glEdgeFlagv; - aa++; - } - - if (ctx->Array.FogCoord.Enabled) { - aa->array = &ctx->Array.FogCoord; - aa->func = fogcoordfuncs[TYPE_IDX(aa->array->Type)]; + aa->func = (array_func) glEdgeFlagv; aa++; } - if (ctx->Array.SecondaryColor.Enabled) { - aa->array = &ctx->Array.SecondaryColor; - aa->func = secondarycolorfuncs[TYPE_IDX(aa->array->Type)]; - aa++; - } + /* all other arrays handled here */ + for (i = 0; i < VERT_ATTRIB_MAX; i++) { + /* Note: we count down to zero so glVertex (attrib 0) is last!!! */ + const GLuint index = VERT_ATTRIB_MAX - i - 1; + struct gl_client_array *attribArray = NULL; + + /* Generic arrays take priority over conventional arrays if vertex program + * mode is enabled. + */ + if (ctx->VertexProgram.Enabled + && ctx->Array.VertexAttrib[index].Enabled) { + if (index == 0) { + /* Special case: use glVertex() for vertex position so + * that it's always executed last. + */ + aa->array = &ctx->Array.VertexAttrib[0]; + aa->func = vertexfuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)]; + aa++; + } + else { + attribArray = &ctx->Array.VertexAttrib[index]; + } + } + else { + switch (index) { + case VERT_ATTRIB_POS: + if (ctx->Array.Vertex.Enabled) { + aa->array = &ctx->Array.Vertex; + aa->func = vertexfuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)]; + aa++; + } + break; + case VERT_ATTRIB_NORMAL: + if (ctx->Array.Normal.Enabled) { + aa->array = &ctx->Array.Normal; + aa->func = normalfuncs[TYPE_IDX(aa->array->Type)]; + aa++; + } + break; + case VERT_ATTRIB_COLOR0: + if (ctx->Array.Color.Enabled) { + aa->array = &ctx->Array.Color; + aa->func = colorfuncs[aa->array->Size-3][TYPE_IDX(aa->array->Type)]; + aa++; + } + break; + case VERT_ATTRIB_COLOR1: + if (ctx->Array.SecondaryColor.Enabled) { + aa->array = &ctx->Array.SecondaryColor; + aa->func = secondarycolorfuncs[TYPE_IDX(aa->array->Type)]; + aa++; + } + break; + case VERT_ATTRIB_FOG: + if (ctx->Array.FogCoord.Enabled) { + aa->array = &ctx->Array.FogCoord; + aa->func = fogcoordfuncs[TYPE_IDX(aa->array->Type)]; + aa++; + } + break; + case VERT_ATTRIB_TEX0: + case VERT_ATTRIB_TEX1: + case VERT_ATTRIB_TEX2: + case VERT_ATTRIB_TEX3: + case VERT_ATTRIB_TEX4: + case VERT_ATTRIB_TEX5: + case VERT_ATTRIB_TEX6: + case VERT_ATTRIB_TEX7: + /* use generic vertex attribs for texcoords */ + if (ctx->Array.TexCoord[index - VERT_ATTRIB_TEX0].Enabled) { + attribArray = &ctx->Array.TexCoord[index - VERT_ATTRIB_TEX0]; + } + default: + /* nothing */; + } + } - /* Must be last - */ - if (ctx->Array.Vertex.Enabled) { - aa->array = &ctx->Array.Vertex; - aa->func = vertexfuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)]; - aa++; + /* Save glVertexAttrib call (may be for glMultiTexCoord) */ + if (attribArray) { + at->array = attribArray; + /* Note: we can't grab the _glapi_Dispatch->VertexAttrib1fvNV + * function pointer here (for float arrays) since the pointer may + * change from one execution of _ae_loopback_array_elt() to + * the next. Doing so caused UT to break. + */ + at->func = attribfuncs[at->array->Normalized][at->array->Size-1][TYPE_IDX(at->array->Type)]; + at->index = index; + at++; + } } + ASSERT(at - actx->attribs <= VERT_ATTRIB_MAX); + ASSERT(aa - actx->arrays < 32); + at->func = NULL; /* terminate the list */ + aa->func = NULL; /* terminate the list */ - aa->func = 0; actx->NewState = 0; } @@ -340,26 +798,26 @@ static void _ae_update_state( GLcontext *ctx ) void GLAPIENTRY _ae_loopback_array_elt( GLint elt ) { GET_CURRENT_CONTEXT(ctx); - AEcontext *actx = AE_CONTEXT(ctx); - AEtexarray *ta; - AEarray *aa; + const AEcontext *actx = AE_CONTEXT(ctx); + const AEarray *aa; + const AEattrib *at; if (actx->NewState) _ae_update_state( ctx ); - for (ta = actx->texarrays ; ta->func ; ta++) { - GLubyte *src = ta->array->BufferObj->Data - + (GLuint) ta->array->Ptr - + elt * ta->array->StrideB; - ta->func( ta->unit + GL_TEXTURE0_ARB, src); + /* generic attributes */ + for (at = actx->attribs; at->func; at++) { + const GLubyte *src = at->array->BufferObj->Data + + (GLuint) at->array->Ptr + + elt * at->array->StrideB; + at->func( at->index, src ); } - /* Must be last - */ - for (aa = actx->arrays ; aa->func ; aa++) { - GLubyte *src = aa->array->BufferObj->Data - + (GLuint) aa->array->Ptr - + elt * aa->array->StrideB; + /* conventional arrays */ + for (aa = actx->arrays; aa->func ; aa++) { + const GLubyte *src = aa->array->BufferObj->Data + + (GLuint) aa->array->Ptr + + elt * aa->array->StrideB; aa->func( src ); } } |