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authorBrian Paul <[email protected]>2004-02-11 22:53:38 +0000
committerBrian Paul <[email protected]>2004-02-11 22:53:38 +0000
commit0d4393a38a2237bb65fbd38b8da73ac328a967d0 (patch)
tree34aa61a3fe4266e52bece4ac74fc2ef1aba6f9e9 /src/mesa/main/api_arrayelt.c
parentd4baed717f8da74ab641338a134a610daeb2e7dd (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.
Diffstat (limited to 'src/mesa/main/api_arrayelt.c')
-rw-r--r--src/mesa/main/api_arrayelt.c678
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 );
}
}