diff options
author | Ian Romanick <[email protected]> | 2006-06-12 16:26:29 +0000 |
---|---|---|
committer | Ian Romanick <[email protected]> | 2006-06-12 16:26:29 +0000 |
commit | ee34e6ef716bb630440299ac1efbc2055ef09ffd (patch) | |
tree | 561a6314f8115c8dfafc7a3336c89d43f21a301a /src/mesa/main/state.c | |
parent | 6254d5904366ae17cb707ee70ff1ce76092f9c81 (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/main/state.c')
-rw-r--r-- | src/mesa/main/state.c | 83 |
1 files changed, 45 insertions, 38 deletions
diff --git a/src/mesa/main/state.c b/src/mesa/main/state.c index dbf0834df45..56b835f5373 100644 --- a/src/mesa/main/state.c +++ b/src/mesa/main/state.c @@ -45,6 +45,7 @@ #if FEATURE_ARB_vertex_buffer_object #include "bufferobj.h" #endif +#include "arrayobj.h" #include "buffers.h" #include "clip.h" #include "colortab.h" @@ -537,6 +538,12 @@ _mesa_init_exec_table(struct _glapi_table *exec) /* glVertexAttrib*NV functions handled in api_loopback.c */ #endif + /* 273. GL_APPLE_vertex_array_object */ + SET_BindVertexArrayAPPLE(exec, _mesa_BindVertexArrayAPPLE); + SET_DeleteVertexArraysAPPLE(exec, _mesa_DeleteVertexArraysAPPLE); + SET_GenVertexArraysAPPLE(exec, _mesa_GenVertexArraysAPPLE); + SET_IsVertexArrayAPPLE(exec, _mesa_IsVertexArrayAPPLE); + /* 282. GL_NV_fragment_program */ #if FEATURE_NV_fragment_program SET_ProgramNamedParameter4fNV(exec, _mesa_ProgramNamedParameter4fNV); @@ -821,15 +828,15 @@ update_arrays( GLcontext *ctx ) /* 0 */ if (ctx->ShaderObjects._VertexShaderPresent - && ctx->Array.VertexAttrib[VERT_ATTRIB_GENERIC0].Enabled) { - min = ctx->Array.VertexAttrib[VERT_ATTRIB_GENERIC0]._MaxElement; + && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_GENERIC0].Enabled) { + min = ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_GENERIC0]._MaxElement; } else if (ctx->VertexProgram._Enabled - && ctx->Array.VertexAttrib[VERT_ATTRIB_POS].Enabled) { - min = ctx->Array.VertexAttrib[VERT_ATTRIB_POS]._MaxElement; + && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled) { + min = ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_POS]._MaxElement; } - else if (ctx->Array.Vertex.Enabled) { - min = ctx->Array.Vertex._MaxElement; + else if (ctx->Array.ArrayObj->Vertex.Enabled) { + min = ctx->Array.ArrayObj->Vertex._MaxElement; } else { /* can't draw anything without vertex positions! */ @@ -838,86 +845,86 @@ update_arrays( GLcontext *ctx ) /* 1 */ if (ctx->VertexProgram._Enabled - && ctx->Array.VertexAttrib[VERT_ATTRIB_WEIGHT].Enabled) { - min = MIN2(min, ctx->Array.VertexAttrib[VERT_ATTRIB_WEIGHT]._MaxElement); + && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT].Enabled) { + min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT]._MaxElement); } /* no conventional vertex weight array */ /* 2 */ if (ctx->VertexProgram._Enabled - && ctx->Array.VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) { - min = MIN2(min, ctx->Array.VertexAttrib[VERT_ATTRIB_NORMAL]._MaxElement); + && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) { + min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_NORMAL]._MaxElement); } - else if (ctx->Array.Normal.Enabled) { - min = MIN2(min, ctx->Array.Normal._MaxElement); + else if (ctx->Array.ArrayObj->Normal.Enabled) { + min = MIN2(min, ctx->Array.ArrayObj->Normal._MaxElement); } /* 3 */ if (ctx->VertexProgram._Enabled - && ctx->Array.VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) { - min = MIN2(min, ctx->Array.VertexAttrib[VERT_ATTRIB_COLOR0]._MaxElement); + && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) { + min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR0]._MaxElement); } - else if (ctx->Array.Color.Enabled) { - min = MIN2(min, ctx->Array.Color._MaxElement); + else if (ctx->Array.ArrayObj->Color.Enabled) { + min = MIN2(min, ctx->Array.ArrayObj->Color._MaxElement); } /* 4 */ if (ctx->VertexProgram._Enabled - && ctx->Array.VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) { - min = MIN2(min, ctx->Array.VertexAttrib[VERT_ATTRIB_COLOR1]._MaxElement); + && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) { + min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR1]._MaxElement); } - else if (ctx->Array.SecondaryColor.Enabled) { - min = MIN2(min, ctx->Array.SecondaryColor._MaxElement); + else if (ctx->Array.ArrayObj->SecondaryColor.Enabled) { + min = MIN2(min, ctx->Array.ArrayObj->SecondaryColor._MaxElement); } /* 5 */ if (ctx->VertexProgram._Enabled - && ctx->Array.VertexAttrib[VERT_ATTRIB_FOG].Enabled) { - min = MIN2(min, ctx->Array.VertexAttrib[VERT_ATTRIB_FOG]._MaxElement); + && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled) { + min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_FOG]._MaxElement); } - else if (ctx->Array.FogCoord.Enabled) { - min = MIN2(min, ctx->Array.FogCoord._MaxElement); + else if (ctx->Array.ArrayObj->FogCoord.Enabled) { + min = MIN2(min, ctx->Array.ArrayObj->FogCoord._MaxElement); } /* 6 */ if (ctx->VertexProgram._Enabled - && ctx->Array.VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) { - min = MIN2(min, ctx->Array.VertexAttrib[VERT_ATTRIB_COLOR_INDEX]._MaxElement); + && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) { + min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX]._MaxElement); } - else if (ctx->Array.Index.Enabled) { - min = MIN2(min, ctx->Array.Index._MaxElement); + else if (ctx->Array.ArrayObj->Index.Enabled) { + min = MIN2(min, ctx->Array.ArrayObj->Index._MaxElement); } /* 7 */ if (ctx->VertexProgram._Enabled - && ctx->Array.VertexAttrib[VERT_ATTRIB_SEVEN].Enabled) { - min = MIN2(min, ctx->Array.VertexAttrib[VERT_ATTRIB_SEVEN]._MaxElement); + && ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_SEVEN].Enabled) { + min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_SEVEN]._MaxElement); } /* 8..15 */ for (i = VERT_ATTRIB_TEX0; i <= VERT_ATTRIB_TEX7; i++) { if (ctx->VertexProgram._Enabled - && ctx->Array.VertexAttrib[i].Enabled) { - min = MIN2(min, ctx->Array.VertexAttrib[i]._MaxElement); + && ctx->Array.ArrayObj->VertexAttrib[i].Enabled) { + min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[i]._MaxElement); } else if (i - VERT_ATTRIB_TEX0 < ctx->Const.MaxTextureCoordUnits - && ctx->Array.TexCoord[i - VERT_ATTRIB_TEX0].Enabled) { - min = MIN2(min, ctx->Array.TexCoord[i - VERT_ATTRIB_TEX0]._MaxElement); + && ctx->Array.ArrayObj->TexCoord[i - VERT_ATTRIB_TEX0].Enabled) { + min = MIN2(min, ctx->Array.ArrayObj->TexCoord[i - VERT_ATTRIB_TEX0]._MaxElement); } } /* 16..31 */ if (ctx->ShaderObjects._VertexShaderPresent) { for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++) { - if (ctx->Array.VertexAttrib[i].Enabled) { - min = MIN2(min, ctx->Array.VertexAttrib[i]._MaxElement); + if (ctx->Array.ArrayObj->VertexAttrib[i].Enabled) { + min = MIN2(min, ctx->Array.ArrayObj->VertexAttrib[i]._MaxElement); } } } - if (ctx->Array.EdgeFlag.Enabled) { - min = MIN2(min, ctx->Array.EdgeFlag._MaxElement); + if (ctx->Array.ArrayObj->EdgeFlag.Enabled) { + min = MIN2(min, ctx->Array.ArrayObj->EdgeFlag._MaxElement); } /* _MaxElement is one past the last legal array element */ |