summaryrefslogtreecommitdiffstats
path: root/src/mesa/tnl/t_vtx_api.c
diff options
context:
space:
mode:
authorKeith Whitwell <[email protected]>2002-05-11 08:38:25 +0000
committerKeith Whitwell <[email protected]>2002-05-11 08:38:25 +0000
commit02e0de263eb784e19f23182652619a2f064d6dec (patch)
tree0fd4314f6e3b12da44ef102e8215c2b0095b97df /src/mesa/tnl/t_vtx_api.c
parent002483e009e7c8610a5abfbf61a43694cb34e1d3 (diff)
another checkpoint of struct immediate replacement code
Diffstat (limited to 'src/mesa/tnl/t_vtx_api.c')
-rw-r--r--src/mesa/tnl/t_vtx_api.c425
1 files changed, 279 insertions, 146 deletions
diff --git a/src/mesa/tnl/t_vtx_api.c b/src/mesa/tnl/t_vtx_api.c
index 8ae0569584a..b957f336691 100644
--- a/src/mesa/tnl/t_vtx_api.c
+++ b/src/mesa/tnl/t_vtx_api.c
@@ -44,36 +44,39 @@ USE OR OTHER DEALINGS IN THE SOFTWARE.
/* MultiTexcoord ends up with both of these branches, unfortunately
- * (it may its own version of the macro after size-tracking is working).
+ * (it may get its own version of the macro after size-tracking is
+ * working).
+ *
+ * Errors (VertexAttribNV when ATTR>15) are handled at a higher level.
*/
-#define ATTRF( ATTR, N, A, B, C, D ) \
-{ \
- GET_CURRENT_CONTEXT( ctx ); \
- TNLcontext *tnl = TNL_CONTEXT(ctx); \
- \
- if (((ATTR) & 0xf) == 0) { \
- int i; \
- \
- if (N>0) tnl->dmaptr[0].f = A; \
- if (N>1) tnl->dmaptr[1].f = B; \
- if (N>2) tnl->dmaptr[2].f = C; \
- if (N>3) tnl->dmaptr[3].f = D; \
- \
- for (i = N; i < tnl->vertex_size; i++) \
- *tnl->dmaptr[i].i = tnl->vertex[i].i; \
- \
- tnl->dmaptr += tnl->vertex_size; \
- \
- if (--tnl->counter == 0) \
- tnl->notify(); \
- } \
- else { \
- GLfloat *dest = tnl->attrptr[(ATTR) & 0xf]; \
- if (N>0) dest[0] = A; \
- if (N>1) dest[1] = B; \
- if (N>2) dest[2] = C; \
- if (N>3) dest[3] = D; \
- } \
+#define ATTRF( ATTR, N, A, B, C, D ) \
+{ \
+ GET_CURRENT_CONTEXT( ctx ); \
+ TNLcontext *tnl = TNL_CONTEXT(ctx); \
+ \
+ if ((ATTR) == 0) { \
+ int i; \
+ \
+ if (N>0) tnl->vbptr[0].f = A; \
+ if (N>1) tnl->vbptr[1].f = B; \
+ if (N>2) tnl->vbptr[2].f = C; \
+ if (N>3) tnl->vbptr[3].f = D; \
+ \
+ for (i = N; i < tnl->vertex_size; i++) \
+ *tnl->vbptr[i].i = tnl->vertex[i].i; \
+ \
+ tnl->vbptr += tnl->vertex_size; \
+ \
+ if (--tnl->counter == 0) \
+ tnl->notify(); \
+ } \
+ else { \
+ GLfloat *dest = tnl->attrptr[ATTR]; \
+ if (N>0) dest[0] = A; \
+ if (N>1) dest[1] = B; \
+ if (N>2) dest[2] = C; \
+ if (N>3) dest[3] = D; \
+ } \
}
#define ATTR4F( ATTR, A, B, C, D ) ATTRF( ATTR, 4, A, B, C, D )
@@ -266,176 +269,319 @@ static void tnl_TexCoord4fv( const GLfloat *v )
}
-/* MultiTexcoord
+/* Miscellaneous:
+ *
+ * These don't alias NV attributes, but still need similar treatment.
+ * Basically these are attributes with numbers greater than 16.
*/
-static void tnl_MultiTexCoord1fARB( GLenum target, GLfloat s )
+static void tnl_EdgeFlag( GLboolean flag )
+{
+ GLfloat f = flag ? 1 : 0;
+ ATTR1F( VERT_ATTRIB_EDGEFLAG, f);
+}
+
+static void tnl_EdgeFlagv( const GLboolean *flag )
+{
+ GLfloat f = flag[0] ? 1 : 0;
+ ATTR1F( VERT_ATTRIB_EDGEFLAG, f);
+}
+
+static void tnl_Indexi( GLint idx )
+{
+ ATTR1F( VERT_ATTRIB_INDEX, idx );
+}
+
+static void tnl_Indexiv( const GLint *idx )
+{
+ ATTR1F( VERT_ATTRIB_INDEX, idx );
+}
+
+/* Use dispatch switching to build 'ranges' of eval vertices for each
+ * type, avoiding need for flags. (Make
+ * evalcoords/evalpoints/vertices/attr0 mutually exclusive)
+ */
+static void _tnl_EvalCoord1f( GLfloat u )
+{
+ ATTR1F( VERT_ATTRIB_POS, u );
+}
+
+static void _tnl_EvalCoord1fv( const GLfloat *v )
+{
+ ATTR1F( VERT_ATTRIB_POS, v[0] );
+}
+
+static void _tnl_EvalCoord2f( GLfloat u, GLfloat v )
+{
+ ATTR2F( VERT_ATTRIB_POS, u, v );
+}
+
+static void _tnl_EvalCoord2fv( const GLfloat *v )
+{
+ ATTR2F( VERT_ATTRIB_POS, v[0], v[1] );
+}
+
+
+
+/* Second level dispatch table for MultiTexCoord, Material and
+ * VertexAttribNV.
+ *
+ * Need this because we want to track things like vertex attribute
+ * sizes, presence/otherwise of attribs in recorded vertices, etc, by
+ * manipulating the state of dispatch tables. Need therefore a
+ * dispatch slot for each value of 'index' or 'unit' in VertexAttribNV
+ * and MultiTexCoordARB. Also need a mechnism for keeping this data
+ * consistent with what's coming in via the Vertex/Normal/etc api
+ * above (where aliasing exists with the traditional entrypoints).
+ * Note that MultiTexCoordARB aliases with TexCoord when unit==0.
+ *
+ * Need presence tracking for material components, too, but not size
+ * tracking or help with aliasing. Could move material to seperate
+ * dispatch without the "*4" below, or even do the checks every time.
+ */
+struct attr_dispatch_tab {
+ void (*tab[32*4])( void );
+ void (*swapped[32*4])( void );
+ int swapcount;
+ int installed_sizes[32];
+};
+
+#define DISPATCH_ATTR1F( ATTR, N, )
+ tnl->vb.attr_dispatch
+
+/* Result at the back end after second dispatch -- could further
+ * specialize for attr zero -- maybe just in the codegen version.
+ */
+static void tnl_Attr1f( GLint attr, GLfloat s )
{
- GLint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0;
ATTR1F( attr, s );
}
-static void tnl_MultiTexCoord1fvARB( GLenum target, const GLfloat *v )
+static void tnl_Attr1fv( GLint attr, const GLfloat *v )
{
- GLint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0;
ATTR1F( attr, v[0] );
}
-static void tnl_MultiTexCoord2fARB( GLenum target, GLfloat s, GLfloat t )
+static void tnl_Attr2f( GLint attr, GLfloat s, GLfloat t )
{
- GLint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0;
ATTR2F( attr, s, t );
}
-static void tnl_MultiTexCoord2fvARB( GLenum target, const GLfloat *v )
+static void tnl_Attr2fv( GLint attr, const GLfloat *v )
{
- GLint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0;
ATTR2F( attr, v[0], v[1] );
}
-static void tnl_MultiTexCoord3fARB( GLenum target, GLfloat s, GLfloat t,
- GLfloat r)
+static void tnl_Attr3f( GLint attr, GLfloat s, GLfloat t, GLfloat r )
{
- GLint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0;
ATTR3F( attr, s, t, r );
}
-static void tnl_MultiTexCoord3fvARB( GLenum target, const GLfloat *v )
+static void tnl_Attr3fv( GLint attr, const GLfloat *v )
{
- GLint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0;
ATTR3F( attr, v[0], v[1], v[2] );
}
-static void tnl_MultiTexCoord4fARB( GLenum target, GLfloat s, GLfloat t,
- GLfloat r, GLfloat q )
+static void tnl_Attr4f( GLint attr, GLfloat s, GLfloat t, GLfloat r, GLfloat q )
{
- GLint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0;
ATTR4F( attr, s, t, r, q );
}
-static void tnl_MultiTexCoord4fvARB( GLenum target, const GLfloat *v )
+static void tnl_Attr4fv( GLint attr, const GLfloat *v )
{
- GLint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0;
ATTR4F( attr, v[0], v[1], v[2], v[3] );
}
-/* NV_vertex_program:
- *
- * *** Need second dispatch layer above this for size tracking. One
- * *** dispatch layer handles both VertexAttribute and MultiTexCoord
+/* MultiTexcoord: Send through second level dispatch.
*/
-static void tnl_VertexAttrib1fNV( GLuint index, GLfloat s )
+static void tnl_MultiTexCoord1fARB( GLenum target, GLfloat s )
{
- ATTR1F( index, s );
+ GLuint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0;
+ if (attr < MAX_VERT_ATTRS)
+ DISPATCH_ATTR1F( attr, s );
}
-static void tnl_VertexAttrib1fvNV( GLuint index, const GLfloat *v )
+static void tnl_MultiTexCoord1fvARB( GLenum target, const GLfloat *v )
{
- ATTR1F( index, v[0] );
+ GLuint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0;
+ if (attr < MAX_VERT_ATTRS)
+ DISPATCH_ATTR1F( attr, v[0] );
}
-static void tnl_VertexAttrib2fNV( GLuint index, GLfloat s, GLfloat t )
+static void tnl_MultiTexCoord2fARB( GLenum target, GLfloat s, GLfloat t )
{
- ATTR2F( index, s, t );
+ GLuint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0;
+ if (attr < MAX_VERT_ATTRS)
+ DISPATCH_ATTR2F( attr, s, t );
}
-static void tnl_VertexAttrib2fvNV( GLuint index, const GLfloat *v )
+static void tnl_MultiTexCoord2fvARB( GLenum target, const GLfloat *v )
{
- ATTR2F( index, v[0], v[1] );
+ GLuint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0;
+ if (attr < MAX_VERT_ATTRS)
+ DISPATCH_ATTR2F( attr, v[0], v[1] );
}
-static void tnl_VertexAttrib3fNV( GLuint index, GLfloat s, GLfloat t,
- GLfloat r )
+static void tnl_MultiTexCoord3fARB( GLenum target, GLfloat s, GLfloat t,
+ GLfloat r)
{
- ATTR3F( index, s, t, r );
+ GLuint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0;
+ if (attr < MAX_VERT_ATTRS)
+ DISPATCH_ATTR3F( attr, s, t, r );
}
-static void tnl_VertexAttrib3fvNV( GLuint index, const GLfloat *v )
+static void tnl_MultiTexCoord3fvARB( GLenum target, const GLfloat *v )
{
- ATTR3F( index, v[0], v[1], v[2] );
+ GLuint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0;
+ if (attr < MAX_VERT_ATTRS)
+ DISPATCH_ATTR3F( attr, v[0], v[1], v[2] );
}
-static void tnl_VertexAttrib4fNV( GLuint index, GLfloat s, GLfloat t,
- GLfloat r, GLfloat q )
+static void tnl_MultiTexCoord4fARB( GLenum target, GLfloat s, GLfloat t,
+ GLfloat r, GLfloat q )
{
- ATTR4F( index, s, t, r, q );
+ GLuint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0;
+ if (attr < MAX_VERT_ATTRS)
+ DISPATCH_ATTR4F( attr, s, t, r, q );
}
-static void tnl_VertexAttrib4fvNV( GLuint index, const GLfloat *v )
+static void tnl_MultiTexCoord4fvARB( GLenum target, const GLfloat *v )
{
- ATTR4F( index, v[0], v[1], v[2], v[3] );
+ GLuint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0;
+ if (attr < MAX_VERT_ATTRS)
+ DISPATCH_ATTR4F( attr, v[0], v[1], v[2], v[3] );
}
-/* Miscellaneous: (These don't alias NV attributes, right?)
+/* NV_vertex_program:
+ *
+ * Check for errors & reroute through second dispatch layer to get
+ * size tracking per-attribute.
*/
-static void tnl_EdgeFlag( GLboolean flag )
+static void tnl_VertexAttrib1fNV( GLuint index, GLfloat s )
{
- GET_TNL;
- tnl->edgeflagptr[0] = flag;
+ if (index < MAX_VERT_ATTRS)
+ DISPATCH_ATTR1F( index, s );
+ else
+ DISPATCH_ERROR;
}
-static void tnl_EdgeFlagv( const GLboolean *flag )
+static void tnl_VertexAttrib1fvNV( GLuint index, const GLfloat *v )
{
- GET_TNL;
- tnl->edgeflagptr[0] = *flag;
+ if (index < MAX_VERT_ATTRS)
+ DISPATCH_ATTR1F( index, v[0] );
+ else
+ DISPATCH_ERROR;
}
-static void tnl_Indexi( GLint idx )
+static void tnl_VertexAttrib2fNV( GLuint index, GLfloat s, GLfloat t )
{
- GET_TNL;
- tnl->indexptr[0] = idx;
+ if (index < MAX_VERT_ATTRS)
+ DISPATCH_ATTR2F( index, s, t );
+ else
+ DISPATCH_ERROR;
}
-static void tnl_Indexiv( const GLint *idx )
+static void tnl_VertexAttrib2fvNV( GLuint index, const GLfloat *v )
{
- GET_TNL;
- tnl->indexptr[0] = *idx;
+ if (index < MAX_VERT_ATTRS)
+ DISPATCH_ATTR2F( index, v[0], v[1] );
+ else
+ DISPATCH_ERROR;
}
-
-
-/* Could use dispatch switching to build 'ranges' of eval vertices for
- * each type, avoiding need for flags. (Make
- * evalcoords/evalpoints/vertices/attr0 mutually exclusive)
- * --> In which case, may as well use Vertex{12}f{v} here.
- */
-static void _tnl_EvalCoord1f( GLfloat u )
+static void tnl_VertexAttrib3fNV( GLuint index, GLfloat s, GLfloat t,
+ GLfloat r )
{
- ATTR1F( VERT_ATTRIB_POS, u );
+ if (index < MAX_VERT_ATTRS)
+ DISPATCH_ATTR3F( index, s, t, r );
+ else
+ DISPATCH_ERROR;
}
-static void _tnl_EvalCoord1fv( const GLfloat *v )
+static void tnl_VertexAttrib3fvNV( GLuint index, const GLfloat *v )
{
- ATTR1F( VERT_ATTRIB_POS, v[0] );
+ if (index < MAX_VERT_ATTRS)
+ DISPATCH_ATTR3F( index, v[0], v[1], v[2] );
+ else
+ DISPATCH_ERROR;
}
-static void _tnl_EvalCoord2f( GLfloat u, GLfloat v )
+static void tnl_VertexAttrib4fNV( GLuint index, GLfloat s, GLfloat t,
+ GLfloat r, GLfloat q )
{
- ATTR2F( VERT_ATTRIB_POS, u, v );
+ if (index < MAX_VERT_ATTRS)
+ DISPATCH_ATTR4F( index, s, t, r, q );
+ else
+ DISPATCH_ERROR;
}
-static void _tnl_EvalCoord2fv( const GLfloat *v )
+static void tnl_VertexAttrib4fvNV( GLuint index, const GLfloat *v )
{
- ATTR2F( VERT_ATTRIB_POS, v[0], v[1] );
+ if (index < MAX_VERT_ATTRS)
+ DISPATCH_ATTR4F( index, v[0], v[1], v[2], v[3] );
+ else
+ DISPATCH_ERROR;
}
+
+
+
+
+
/* Materials:
- * *** Treat as more vertex attributes
+ *
+ * These are treated as per-vertex attributes, at indices above where
+ * the NV_vertex_program leaves off. There are a lot of good things
+ * about treating materials this way.
+ *
+ * *** Need a dispatch step (like VertexAttribute GLint attr, and MultiTexCoord)
+ * *** to expand vertex size, etc. Use the same second level dispatch
+ * *** (keyed by attr number) as above.
+ */
+#define MAT( ATTR, face, params ) \
+do { \
+ if (face != GL_BACK) \
+ DISPATCH_ATTRF( ATTR, N, params ); \
+ if (face != GL_FRONT) \
+ DISPATCH_ATTRF( ATTR+7, N, params ); \
+} while (0)
+
+
+/* NOTE: Have to remove/dealwith colormaterial crossovers, probably
+ * later on - in the meantime just store everything.
*/
static void _tnl_Materialfv( GLenum face, GLenum pname,
const GLfloat *params )
{
- if (MESA_VERBOSE & DEBUG_VFMT)
- fprintf(stderr, "%s\n", __FUNCTION__);
-
- if (tnl->prim[0] != GL_POLYGON+1) {
- VFMT_FALLBACK( __FUNCTION__ );
- glMaterialfv( face, pname, params );
+ switch (pname) {
+ case GL_EMISSION:
+ MAT( VERT_ATTRIB_FRONT_EMMISSION, 4, face, params );
+ break;
+ case GL_AMBIENT:
+ MAT( VERT_ATTRIB_FRONT_AMBIENT, 4, face, params );
+ break;
+ case GL_DIFFUSE:
+ MAT( VERT_ATTRIB_FRONT_DIFFUSE, 4, face, params );
+ break;
+ case GL_SPECULAR:
+ MAT( VERT_ATTRIB_FRONT_SPECULAR, 4, face, params );
+ break;
+ case GL_SHININESS:
+ MAT( VERT_ATTRIB_FRONT_SHININESS, 1, face, params );
+ break;
+ case GL_COLOR_INDEXES:
+ MAT( VERT_ATTRIB_FRONT_EMMISSION, 3, face, params );
+ break;
+ case GL_AMBIENT_AND_DIFFUSE:
+ MAT( VERT_ATTRIB_FRONT_AMBIENT, 4, face, params );
+ MAT( VERT_ATTRIB_FRONT_DIFFUSE, 4, face, params );
+ break;
+ default:
+ _mesa_error( ctx, GL_INVALID_ENUM, where );
return;
}
- _mesa_noop_Materialfv( face, pname, params );
}
@@ -455,6 +601,13 @@ static struct dynfn *lookup( struct dynfn *l, int key )
return 0;
}
+/* Vertex descriptor
+ */
+struct _tnl_vertex_descriptor {
+ GLuint attr_bits[4];
+};
+
+
/* Can't use the loopback template for this:
*/
#define CHOOSE(FN, FNTYPE, MASK, ACTIVE, ARGS1, ARGS2 ) \
@@ -560,28 +713,28 @@ void _tnl_InitVtxfmtChoosers( GLvertexformat *vfmt )
vfmt->SecondaryColor3fvEXT = choose_SecondaryColor3fvEXT;
vfmt->SecondaryColor3ubEXT = choose_SecondaryColor3ubEXT;
vfmt->SecondaryColor3ubvEXT = choose_SecondaryColor3ubvEXT;
- vfmt->MultiTexCoord1fARB = choose_MultiTexCoord1fARB;
- vfmt->MultiTexCoord1fvARB = choose_MultiTexCoord1fvARB;
- vfmt->MultiTexCoord2fARB = choose_MultiTexCoord2fARB;
- vfmt->MultiTexCoord2fvARB = choose_MultiTexCoord2fvARB;
+ vfmt->MultiTexCoord1fARB = dd_MultiTexCoord1fARB;
+ vfmt->MultiTexCoord1fvARB = dd_MultiTexCoord1fvARB;
+ vfmt->MultiTexCoord2fARB = dd_MultiTexCoord2fARB;
+ vfmt->MultiTexCoord2fvARB = dd_MultiTexCoord2fvARB;
+ vfmt->MultiTexCoord3fARB = dd_MultiTexCoord3fARB;
+ vfmt->MultiTexCoord3fvARB = dd_MultiTexCoord3fvARB;
+ vfmt->MultiTexCoord4fARB = dd_MultiTexCoord4fARB;
+ vfmt->MultiTexCoord4fvARB = dd_MultiTexCoord4fvARB;
vfmt->Normal3f = choose_Normal3f;
vfmt->Normal3fv = choose_Normal3fv;
vfmt->TexCoord1f = choose_TexCoord1f;
vfmt->TexCoord1fv = choose_TexCoord1fv;
vfmt->TexCoord2f = choose_TexCoord2f;
vfmt->TexCoord2fv = choose_TexCoord2fv;
- vfmt->Vertex2f = choose_Vertex2f;
- vfmt->Vertex2fv = choose_Vertex2fv;
- vfmt->Vertex3f = choose_Vertex3f;
- vfmt->Vertex3fv = choose_Vertex3fv;
vfmt->TexCoord3f = choose_TexCoord3f;
vfmt->TexCoord3fv = choose_TexCoord3fv;
vfmt->TexCoord4f = choose_TexCoord4f;
vfmt->TexCoord4fv = choose_TexCoord4fv;
- vfmt->MultiTexCoord3fARB = choose_MultiTexCoord3fARB;
- vfmt->MultiTexCoord3fvARB = choose_MultiTexCoord3fvARB;
- vfmt->MultiTexCoord4fARB = choose_MultiTexCoord4fARB;
- vfmt->MultiTexCoord4fvARB = choose_MultiTexCoord4fvARB;
+ vfmt->Vertex2f = choose_Vertex2f;
+ vfmt->Vertex2fv = choose_Vertex2fv;
+ vfmt->Vertex3f = choose_Vertex3f;
+ vfmt->Vertex3fv = choose_Vertex3fv;
vfmt->Vertex4f = choose_Vertex4f;
vfmt->Vertex4fv = choose_Vertex4fv;
vfmt->FogCoordfvEXT = choose_FogCoordfvEXT;
@@ -594,12 +747,7 @@ void _tnl_InitVtxfmtChoosers( GLvertexformat *vfmt )
vfmt->EvalCoord1fv = choose_EvalCoord1fv;
vfmt->EvalCoord2f = choose_EvalCoord2f;
vfmt->EvalCoord2fv = choose_EvalCoord2fv;
- vfmt->EvalMesh1 = choose_EvalMesh1;
- vfmt->EvalMesh2 = choose_EvalMesh2;
- vfmt->EvalPoint1 = choose_EvalPoint1;
- vfmt->EvalPoint2 = choose_EvalPoint2;
-
- vfmt->Materialfv = _tnl_Materialfv;
+ vfmt->Materialfv = dd_Materialfv;
}
@@ -611,13 +759,8 @@ static struct dynfn *codegen_noop( struct _vb *vb, int key )
void _tnl_InitCodegen( struct dfn_generators *gen )
{
- gen->Vertex2f = codegen_noop;
- gen->Vertex2fv = codegen_noop;
- gen->Vertex3f = codegen_noop;
- gen->Vertex3fv = codegen_noop;
- gen->Vertex4f = codegen_noop;
- gen->Vertex4fv = codegen_noop;
-
+ /* Generate an attribute or vertex command.
+ */
gen->Attr1f = codegen_noop;
gen->Attr1fv = codegen_noop;
gen->Attr2f = codegen_noop;
@@ -626,18 +769,16 @@ void _tnl_InitCodegen( struct dfn_generators *gen )
gen->Attr3fv = codegen_noop;
gen->Attr4f = codegen_noop;
gen->Attr4fv = codegen_noop;
+
+ /* Index is never zero for these...
+ */
gen->Attr3ub = codegen_noop;
gen->Attr3ubv = codegen_noop;
gen->Attr4ub = codegen_noop;
gen->Attr4ubv = codegen_noop;
- /* Probably need two versions of this, one for the front end
- * (double dispatch), one for the back end (do the work) -- but
- * will also need a second level of CHOOSE functions?
- * -- Generate the dispatch layer using the existing templates somehow.
- * -- Generate the backend and 2nd level choosers here.
- * -- No need for a chooser on the top level.
- * -- Can aliasing help -- ie can NVAttr1f == Attr1f/Vertex2f at this level (index is known)
+ /* As above, but deal with the extra (redundant by now) index
+ * argument to the generated function.
*/
gen->NVAttr1f = codegen_noop;
gen->NVAttr1fv = codegen_noop;
@@ -648,14 +789,6 @@ void _tnl_InitCodegen( struct dfn_generators *gen )
gen->NVAttr4f = codegen_noop;
gen->NVAttr4fv = codegen_noop;
- gen->MTAttr1f = codegen_noop;
- gen->MTAttr1fv = codegen_noop;
- gen->MTAttr2f = codegen_noop;
- gen->MTAttr2fv = codegen_noop;
- gen->MTAttr3f = codegen_noop;
- gen->MTAttr3fv = codegen_noop;
- gen->MTAttr4f = codegen_noop;
- gen->MTAttr4fv = codegen_noop;
if (!getenv("MESA_NO_CODEGEN")) {
#if defined(USE_X86_ASM)