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authorIan Romanick <[email protected]>2006-06-12 16:26:29 +0000
committerIan Romanick <[email protected]>2006-06-12 16:26:29 +0000
commitee34e6ef716bb630440299ac1efbc2055ef09ffd (patch)
tree561a6314f8115c8dfafc7a3336c89d43f21a301a /src/mesa/array_cache
parent6254d5904366ae17cb707ee70ff1ce76092f9c81 (diff)
Add support for GL_APPLE_vertex_array_object. Several test programs
and demos are also added. Adding basic support to drivers should be as easy as just enabling the extension, though thorough test would also be required.
Diffstat (limited to 'src/mesa/array_cache')
-rw-r--r--src/mesa/array_cache/ac_context.c2
-rw-r--r--src/mesa/array_cache/ac_import.c40
2 files changed, 21 insertions, 21 deletions
diff --git a/src/mesa/array_cache/ac_context.c b/src/mesa/array_cache/ac_context.c
index ff143c13e21..5d5ad5e363b 100644
--- a/src/mesa/array_cache/ac_context.c
+++ b/src/mesa/array_cache/ac_context.c
@@ -292,7 +292,7 @@ static void _ac_raw_init( GLcontext *ctx )
ac->Raw.Index = ac->Fallback.Index;
ac->Raw.Normal = ac->Fallback.Normal;
ac->Raw.SecondaryColor = ac->Fallback.SecondaryColor;
- ac->Raw.Vertex = ctx->Array.Vertex;
+ ac->Raw.Vertex = ctx->Array.ArrayObj->Vertex;
ac->IsCached.Color = GL_FALSE;
ac->IsCached.EdgeFlag = GL_FALSE;
diff --git a/src/mesa/array_cache/ac_import.c b/src/mesa/array_cache/ac_import.c
index 62206002cd3..deae44ab726 100644
--- a/src/mesa/array_cache/ac_import.c
+++ b/src/mesa/array_cache/ac_import.c
@@ -50,8 +50,8 @@ reset_texcoord( GLcontext *ctx, GLuint unit )
{
ACcontext *ac = AC_CONTEXT(ctx);
- if (ctx->Array.TexCoord[unit].Enabled) {
- ac->Raw.TexCoord[unit] = ctx->Array.TexCoord[unit];
+ if (ctx->Array.ArrayObj->TexCoord[unit].Enabled) {
+ ac->Raw.TexCoord[unit] = ctx->Array.ArrayObj->TexCoord[unit];
STRIDE_ARRAY(ac->Raw.TexCoord[unit], ac->start);
}
else {
@@ -73,9 +73,9 @@ static void
reset_vertex( GLcontext *ctx )
{
ACcontext *ac = AC_CONTEXT(ctx);
- ASSERT(ctx->Array.Vertex.Enabled
- || (ctx->VertexProgram._Enabled && ctx->Array.VertexAttrib[0].Enabled));
- ac->Raw.Vertex = ctx->Array.Vertex;
+ ASSERT(ctx->Array.ArrayObj->Vertex.Enabled
+ || (ctx->VertexProgram._Enabled && ctx->Array.ArrayObj->VertexAttrib[0].Enabled));
+ ac->Raw.Vertex = ctx->Array.ArrayObj->Vertex;
STRIDE_ARRAY(ac->Raw.Vertex, ac->start);
ac->IsCached.Vertex = GL_FALSE;
ac->NewArrayState &= ~_NEW_ARRAY_VERTEX;
@@ -87,8 +87,8 @@ reset_normal( GLcontext *ctx )
{
ACcontext *ac = AC_CONTEXT(ctx);
- if (ctx->Array.Normal.Enabled) {
- ac->Raw.Normal = ctx->Array.Normal;
+ if (ctx->Array.ArrayObj->Normal.Enabled) {
+ ac->Raw.Normal = ctx->Array.ArrayObj->Normal;
STRIDE_ARRAY(ac->Raw.Normal, ac->start);
}
else {
@@ -105,8 +105,8 @@ reset_color( GLcontext *ctx )
{
ACcontext *ac = AC_CONTEXT(ctx);
- if (ctx->Array.Color.Enabled) {
- ac->Raw.Color = ctx->Array.Color;
+ if (ctx->Array.ArrayObj->Color.Enabled) {
+ ac->Raw.Color = ctx->Array.ArrayObj->Color;
STRIDE_ARRAY(ac->Raw.Color, ac->start);
}
else
@@ -122,8 +122,8 @@ reset_secondarycolor( GLcontext *ctx )
{
ACcontext *ac = AC_CONTEXT(ctx);
- if (ctx->Array.SecondaryColor.Enabled) {
- ac->Raw.SecondaryColor = ctx->Array.SecondaryColor;
+ if (ctx->Array.ArrayObj->SecondaryColor.Enabled) {
+ ac->Raw.SecondaryColor = ctx->Array.ArrayObj->SecondaryColor;
STRIDE_ARRAY(ac->Raw.SecondaryColor, ac->start);
}
else
@@ -139,8 +139,8 @@ reset_index( GLcontext *ctx )
{
ACcontext *ac = AC_CONTEXT(ctx);
- if (ctx->Array.Index.Enabled) {
- ac->Raw.Index = ctx->Array.Index;
+ if (ctx->Array.ArrayObj->Index.Enabled) {
+ ac->Raw.Index = ctx->Array.ArrayObj->Index;
STRIDE_ARRAY(ac->Raw.Index, ac->start);
}
else
@@ -156,8 +156,8 @@ reset_fogcoord( GLcontext *ctx )
{
ACcontext *ac = AC_CONTEXT(ctx);
- if (ctx->Array.FogCoord.Enabled) {
- ac->Raw.FogCoord = ctx->Array.FogCoord;
+ if (ctx->Array.ArrayObj->FogCoord.Enabled) {
+ ac->Raw.FogCoord = ctx->Array.ArrayObj->FogCoord;
STRIDE_ARRAY(ac->Raw.FogCoord, ac->start);
}
else
@@ -173,8 +173,8 @@ reset_edgeflag( GLcontext *ctx )
{
ACcontext *ac = AC_CONTEXT(ctx);
- if (ctx->Array.EdgeFlag.Enabled) {
- ac->Raw.EdgeFlag = ctx->Array.EdgeFlag;
+ if (ctx->Array.ArrayObj->EdgeFlag.Enabled) {
+ ac->Raw.EdgeFlag = ctx->Array.ArrayObj->EdgeFlag;
STRIDE_ARRAY(ac->Raw.EdgeFlag, ac->start);
}
else
@@ -190,8 +190,8 @@ reset_attrib( GLcontext *ctx, GLuint index )
{
ACcontext *ac = AC_CONTEXT(ctx);
- if (ctx->Array.VertexAttrib[index].Enabled) {
- ac->Raw.Attrib[index] = ctx->Array.VertexAttrib[index];
+ if (ctx->Array.ArrayObj->VertexAttrib[index].Enabled) {
+ ac->Raw.Attrib[index] = ctx->Array.ArrayObj->VertexAttrib[index];
STRIDE_ARRAY(ac->Raw.Attrib[index], ac->start);
}
else
@@ -831,7 +831,7 @@ _ac_import_range( GLcontext *ctx, GLuint start, GLuint count )
* the whole locked range always be dealt with, otherwise hard to
* maintain cached data in the face of clipping.
*/
- ac->NewArrayState |= ~ctx->Array._Enabled;
+ ac->NewArrayState |= ~ctx->Array.ArrayObj->_Enabled;
ac->start = ctx->Array.LockFirst;
ac->count = ctx->Array.LockCount;
ASSERT(ac->start == start); /* hmm? */