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authorBrian Paul <[email protected]>2003-11-29 19:33:33 +0000
committerBrian Paul <[email protected]>2003-11-29 19:33:33 +0000
commite90de7883a3bd9afd27ac83314f08cf9f03f60e3 (patch)
treebcbdd5ba61e8f1b93d3a2466ac0e7be85a35024c /src/mesa/tnl/t_array_import.c
parentafb6fe034c3df9377ca8c0393a60c7996af92faf (diff)
Fix generic/conventional vertex array glitches.
Changed _NEW_ARRAY_ATTRIB_0 back to 0x10000 so that the conventional and generic enable bits do not alias. In ac_import.c test Array.Normal.Enabled instead of Array._Enabled & _NEW_ARRAY_COLOR0, etc. In t_array_import.c give priority for generic arrays over conventional arrays on an individual basis, not all or none.
Diffstat (limited to 'src/mesa/tnl/t_array_import.c')
-rw-r--r--src/mesa/tnl/t_array_import.c115
1 files changed, 60 insertions, 55 deletions
diff --git a/src/mesa/tnl/t_array_import.c b/src/mesa/tnl/t_array_import.c
index 8f14aaf3810..44ca2663c82 100644
--- a/src/mesa/tnl/t_array_import.c
+++ b/src/mesa/tnl/t_array_import.c
@@ -79,6 +79,7 @@ static void _tnl_import_normal( GLcontext *ctx,
inputs->Normal.data = (GLfloat (*)[4]) data;
inputs->Normal.start = (GLfloat *) data;
inputs->Normal.stride = tmp->StrideB;
+ inputs->Normal.size = 3; /* XXX is this right? */
}
@@ -246,7 +247,7 @@ void _tnl_vb_bind_arrays( GLcontext *ctx, GLint start, GLsizei count )
struct vertex_buffer *VB = &tnl->vb;
GLuint inputs = tnl->pipeline.inputs;
struct tnl_vertex_arrays *tmp = &tnl->array_inputs;
- GLuint i;
+ GLuint i, index;
VB->Count = count - start;
VB->Elts = NULL;
@@ -262,72 +263,76 @@ void _tnl_vb_bind_arrays( GLcontext *ctx, GLint start, GLsizei count )
* attribute arrays have priority over the conventional attributes.
* Try to use them now.
*/
- if (ctx->VertexProgram.Enabled) {
- GLuint index;
- for (index = 0; index < VERT_ATTRIB_MAX; index++) {
- /* XXX check program->InputsRead to reduce work here */
+ for (index = 0; index < VERT_ATTRIB_MAX; index++) {
+ /* When vertex program mode is enabled, the generic vertex attribute
+ * arrays have priority over the conventional vertex arrays.
+ */
+ if (ctx->VertexProgram.Enabled
+ && ctx->Array.VertexAttrib[index].Enabled) {
+ /* Use generic attribute array */
_tnl_import_attrib( ctx, index, GL_FALSE, GL_TRUE );
VB->AttribPtr[index] = &tmp->Attribs[index];
}
- }
- else {
-
- /*
- * Conventional attributes
- */
- if (inputs & _TNL_BIT_POS) {
- _tnl_import_vertex( ctx, 0, 0 );
- tmp->Obj.count = VB->Count;
- VB->AttribPtr[_TNL_ATTRIB_POS] = &tmp->Obj;
+ /* use conventional arrays... */
+ else if (index == VERT_ATTRIB_POS) {
+ if (inputs & _TNL_BIT_POS) {
+ _tnl_import_vertex( ctx, 0, 0 );
+ tmp->Obj.count = VB->Count;
+ VB->AttribPtr[_TNL_ATTRIB_POS] = &tmp->Obj;
+ }
}
-
- if (inputs & _TNL_BIT_NORMAL) {
- _tnl_import_normal( ctx, 0, 0 );
- tmp->Normal.count = VB->Count;
- VB->AttribPtr[_TNL_ATTRIB_NORMAL] = &tmp->Normal;
+ else if (index == VERT_ATTRIB_NORMAL) {
+ if (inputs & _TNL_BIT_NORMAL) {
+ _tnl_import_normal( ctx, 0, 0 );
+ tmp->Normal.count = VB->Count;
+ VB->AttribPtr[_TNL_ATTRIB_NORMAL] = &tmp->Normal;
+ }
}
-
- if (inputs & _TNL_BIT_COLOR0) {
- _tnl_import_color( ctx, 0, 0 );
- tmp->Color.count = VB->Count;
- VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &tmp->Color;
+ else if (index == VERT_ATTRIB_COLOR0) {
+ if (inputs & _TNL_BIT_COLOR0) {
+ _tnl_import_color( ctx, 0, 0 );
+ tmp->Color.count = VB->Count;
+ VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &tmp->Color;
+ }
}
-
- if (inputs & _TNL_BIT_INDEX) {
- _tnl_import_index( ctx, 0, 0 );
- tmp->Index.count = VB->Count;
- VB->AttribPtr[_TNL_ATTRIB_INDEX] = &tmp->Index;
+ else if (index == VERT_ATTRIB_COLOR1) {
+ if (inputs & _TNL_BIT_COLOR1) {
+ _tnl_import_secondarycolor( ctx, 0, 0 );
+ tmp->SecondaryColor.count = VB->Count;
+ VB->AttribPtr[_TNL_ATTRIB_COLOR1] = &tmp->SecondaryColor;
+ }
}
-
- if (inputs & _TNL_BIT_FOG) {
- _tnl_import_fogcoord( ctx, 0, 0 );
- tmp->FogCoord.count = VB->Count;
- VB->AttribPtr[_TNL_ATTRIB_FOG] = &tmp->FogCoord;
+ else if (index == VERT_ATTRIB_FOG) {
+ if (inputs & _TNL_BIT_FOG) {
+ _tnl_import_fogcoord( ctx, 0, 0 );
+ tmp->FogCoord.count = VB->Count;
+ VB->AttribPtr[_TNL_ATTRIB_FOG] = &tmp->FogCoord;
+ }
}
-
- if (inputs & _TNL_BIT_EDGEFLAG) {
- _tnl_import_edgeflag( ctx, GL_TRUE, sizeof(GLboolean) );
- VB->EdgeFlag = (GLboolean *) tmp->EdgeFlag;
- }
-
- if (inputs & _TNL_BIT_COLOR1) {
- _tnl_import_secondarycolor( ctx, 0, 0 );
- tmp->SecondaryColor.count = VB->Count;
- VB->AttribPtr[_TNL_ATTRIB_COLOR1] = &tmp->SecondaryColor;
+ else if (index >= VERT_ATTRIB_TEX0 && index <= VERT_ATTRIB_TEX7) {
+ if (inputs & _TNL_BITS_TEX_ANY) {
+ for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
+ if (inputs & _TNL_BIT_TEX(i)) {
+ _tnl_import_texcoord( ctx, i, GL_FALSE, GL_FALSE );
+ tmp->TexCoord[i].count = VB->Count;
+ VB->AttribPtr[_TNL_ATTRIB_TEX0 + i] = &tmp->TexCoord[i];
+ }
+ }
+ }
}
+ }
-
- if (inputs & _TNL_BITS_TEX_ANY) {
- for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
- if (inputs & _TNL_BIT_TEX(i)) {
- _tnl_import_texcoord( ctx, i, GL_FALSE, GL_FALSE );
- tmp->TexCoord[i].count = VB->Count;
- VB->AttribPtr[_TNL_ATTRIB_TEX0 + i] = &tmp->TexCoord[i];
- }
- }
- }
+ /* odd-ball vertex attributes */
+ if (inputs & _TNL_BIT_INDEX) {
+ _tnl_import_index( ctx, 0, 0 );
+ tmp->Index.count = VB->Count;
+ VB->AttribPtr[_TNL_ATTRIB_INDEX] = &tmp->Index;
}
+ if (inputs & _TNL_BIT_EDGEFLAG) {
+ _tnl_import_edgeflag( ctx, GL_TRUE, sizeof(GLboolean) );
+ VB->EdgeFlag = (GLboolean *) tmp->EdgeFlag;
+ }
/* These are constant & can be precalculated:
*/