diff options
author | Marius Predut <[email protected]> | 2015-02-25 09:49:45 -0700 |
---|---|---|
committer | Brian Paul <[email protected]> | 2015-02-25 16:35:49 -0700 |
commit | 1a93e7690dc90211164082d6a2d26d93da8127ef (patch) | |
tree | 85dea0aa989370fbd767eec2b243e37c8892b6b5 /src/mesa/vbo | |
parent | 47053464630888f819ef8cc44278f1a1220159b9 (diff) |
mesa: use fi_type in vertex attribute code
For 32-bit builds, floating point operations use x86 FPU registers,
not SSE registers. If we're actually storing an integer in a float
variable, the value might get modified when written to memory. This
patch changes the VBO code to use the fi_type (float/int union) to
store/copy vertex attributes.
Also, this can improve performance on x86 because moving floats with
integer registers instead of FP registers is faster.
Neil Roberts review:
- include changes on all places that are storing attribute values.
- check with and without -O3 compiler flag.
Brian Paul review:
- use fi_type type instead gl_constant_value type
- fix a bunch of nit-picks.
- fix compiler warnings
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=82668
Signed-off-by: Marius Predut <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Diffstat (limited to 'src/mesa/vbo')
-rw-r--r-- | src/mesa/vbo/vbo_attrib_tmp.h | 22 | ||||
-rw-r--r-- | src/mesa/vbo/vbo_context.h | 14 | ||||
-rw-r--r-- | src/mesa/vbo/vbo_exec.h | 11 | ||||
-rw-r--r-- | src/mesa/vbo/vbo_exec_api.c | 36 | ||||
-rw-r--r-- | src/mesa/vbo/vbo_exec_draw.c | 8 | ||||
-rw-r--r-- | src/mesa/vbo/vbo_exec_eval.c | 24 | ||||
-rw-r--r-- | src/mesa/vbo/vbo_save.h | 18 | ||||
-rw-r--r-- | src/mesa/vbo/vbo_save_api.c | 34 | ||||
-rw-r--r-- | src/mesa/vbo/vbo_save_draw.c | 10 |
9 files changed, 97 insertions, 80 deletions
diff --git a/src/mesa/vbo/vbo_attrib_tmp.h b/src/mesa/vbo/vbo_attrib_tmp.h index 0c44540fc74..b1c3d9842c8 100644 --- a/src/mesa/vbo/vbo_attrib_tmp.h +++ b/src/mesa/vbo/vbo_attrib_tmp.h @@ -28,6 +28,22 @@ USE OR OTHER DEALINGS IN THE SOFTWARE. #include "util/u_format_r11g11b10f.h" #include "main/varray.h" + +/* ATTR */ +#define ATTR( A, N, T, V0, V1, V2, V3 ) \ + ATTR_##T((A), (N), (T), (V0), (V1), (V2), (V3)) + +#define ATTR_GL_UNSIGNED_INT( A, N, T, V0, V1, V2, V3 ) \ + ATTR_UNION(A, N, T, UINT_AS_UNION(V0), UINT_AS_UNION(V1), \ + UINT_AS_UNION(V2), UINT_AS_UNION(V3)) +#define ATTR_GL_INT( A, N, T, V0, V1, V2, V3 ) \ + ATTR_UNION(A, N, T, INT_AS_UNION(V0), INT_AS_UNION(V1), \ + INT_AS_UNION(V2), INT_AS_UNION(V3)) +#define ATTR_GL_FLOAT( A, N, T, V0, V1, V2, V3 ) \ + ATTR_UNION(A, N, T, FLOAT_AS_UNION(V0), FLOAT_AS_UNION(V1),\ + FLOAT_AS_UNION(V2), FLOAT_AS_UNION(V3)) + + /* float */ #define ATTR1FV( A, V ) ATTR( A, 1, GL_FLOAT, (V)[0], 0, 0, 1 ) #define ATTR2FV( A, V ) ATTR( A, 2, GL_FLOAT, (V)[0], (V)[1], 0, 1 ) @@ -41,8 +57,7 @@ USE OR OTHER DEALINGS IN THE SOFTWARE. /* int */ #define ATTRI( A, N, X, Y, Z, W) ATTR( A, N, GL_INT, \ - INT_AS_FLT(X), INT_AS_FLT(Y), \ - INT_AS_FLT(Z), INT_AS_FLT(W) ) + X, Y, Z, W ) #define ATTR2IV( A, V ) ATTRI( A, 2, (V)[0], (V)[1], 0, 1 ) #define ATTR3IV( A, V ) ATTRI( A, 3, (V)[0], (V)[1], (V)[2], 1 ) @@ -56,8 +71,7 @@ USE OR OTHER DEALINGS IN THE SOFTWARE. /* uint */ #define ATTRUI( A, N, X, Y, Z, W) ATTR( A, N, GL_UNSIGNED_INT, \ - UINT_AS_FLT(X), UINT_AS_FLT(Y), \ - UINT_AS_FLT(Z), UINT_AS_FLT(W) ) + X, Y, Z, W ) #define ATTR2UIV( A, V ) ATTRUI( A, 2, (V)[0], (V)[1], 0, 1 ) #define ATTR3UIV( A, V ) ATTRUI( A, 3, (V)[0], (V)[1], (V)[2], 1 ) diff --git a/src/mesa/vbo/vbo_context.h b/src/mesa/vbo/vbo_context.h index 8d22602b5f4..3b454be4422 100644 --- a/src/mesa/vbo/vbo_context.h +++ b/src/mesa/vbo/vbo_context.h @@ -56,6 +56,7 @@ #include "vbo_exec.h" #include "vbo_save.h" +#include "main/macros.h" struct vbo_context { struct gl_client_array currval[VBO_ATTRIB_MAX]; @@ -151,24 +152,23 @@ vbo_attrtype_to_integer_flag(GLenum format) } } - /** * Return default component values for the given format. - * The return type is an array of floats, because that's how we declare - * the vertex storage despite the fact we sometimes store integers in there. + * The return type is an array of fi_types, because that's how we declare + * the vertex storage : floats , integers or unsigned integers. */ -static inline const GLfloat * -vbo_get_default_vals_as_float(GLenum format) +static inline const fi_type * +vbo_get_default_vals_as_union(GLenum format) { static const GLfloat default_float[4] = { 0, 0, 0, 1 }; static const GLint default_int[4] = { 0, 0, 0, 1 }; switch (format) { case GL_FLOAT: - return default_float; + return (fi_type *)default_float; case GL_INT: case GL_UNSIGNED_INT: - return (const GLfloat*)default_int; + return (fi_type *)default_int; default: assert(0); return NULL; diff --git a/src/mesa/vbo/vbo_exec.h b/src/mesa/vbo/vbo_exec.h index bb265def8ab..f17fe684cc3 100644 --- a/src/mesa/vbo/vbo_exec.h +++ b/src/mesa/vbo/vbo_exec.h @@ -38,6 +38,7 @@ USE OR OTHER DEALINGS IN THE SOFTWARE. #include "vbo.h" #include "vbo_attrib.h" +#include "main/imports.h" /** * Max number of primitives (number of glBegin/End pairs) per VBO. @@ -71,7 +72,7 @@ struct vbo_exec_eval2_map { struct vbo_exec_copied_vtx { - GLfloat buffer[VBO_ATTRIB_MAX * 4 * VBO_MAX_COPIED_VERTS]; + fi_type buffer[VBO_ATTRIB_MAX * 4 * VBO_MAX_COPIED_VERTS]; GLuint nr; }; @@ -91,10 +92,10 @@ struct vbo_exec_context struct _mesa_prim prim[VBO_MAX_PRIM]; GLuint prim_count; - GLfloat *buffer_map; - GLfloat *buffer_ptr; /* cursor, points into buffer */ + fi_type *buffer_map; + fi_type *buffer_ptr; /* cursor, points into buffer */ GLuint buffer_used; /* in bytes */ - GLfloat vertex[VBO_ATTRIB_MAX*4]; /* current vertex */ + fi_type vertex[VBO_ATTRIB_MAX*4]; /* current vertex */ GLuint vert_count; GLuint max_vert; @@ -104,7 +105,7 @@ struct vbo_exec_context GLenum attrtype[VBO_ATTRIB_MAX]; GLubyte active_sz[VBO_ATTRIB_MAX]; - GLfloat *attrptr[VBO_ATTRIB_MAX]; + fi_type *attrptr[VBO_ATTRIB_MAX]; struct gl_client_array arrays[VERT_ATTRIB_MAX]; /* According to program mode, the values above plus current diff --git a/src/mesa/vbo/vbo_exec_api.c b/src/mesa/vbo/vbo_exec_api.c index 7a734874701..2a17ff54110 100644 --- a/src/mesa/vbo/vbo_exec_api.c +++ b/src/mesa/vbo/vbo_exec_api.c @@ -115,7 +115,7 @@ static void vbo_exec_wrap_buffers( struct vbo_exec_context *exec ) */ void vbo_exec_vtx_wrap( struct vbo_exec_context *exec ) { - GLfloat *data = exec->vtx.copied.buffer; + fi_type *data = exec->vtx.copied.buffer; GLuint i; /* Run pipeline on current vertices, copy wrapped vertices @@ -159,9 +159,9 @@ static void vbo_exec_copy_to_current( struct vbo_exec_context *exec ) * ctx->Current.Attrib and ctx->Light.Material.Attrib arrays. */ GLfloat *current = (GLfloat *)vbo->currval[i].Ptr; - GLfloat tmp[4]; + fi_type tmp[4]; - COPY_CLEAN_4V_TYPE_AS_FLOAT(tmp, + COPY_CLEAN_4V_TYPE_AS_UNION(tmp, exec->vtx.attrsz[i], exec->vtx.attrptr[i], exec->vtx.attrtype[i]); @@ -214,7 +214,7 @@ vbo_exec_copy_from_current(struct vbo_exec_context *exec) GLint i; for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) { - const GLfloat *current = (GLfloat *) vbo->currval[i].Ptr; + const fi_type *current = (fi_type *) vbo->currval[i].Ptr; switch (exec->vtx.attrsz[i]) { case 4: exec->vtx.attrptr[i][3] = current[3]; case 3: exec->vtx.attrptr[i][2] = current[2]; @@ -240,7 +240,7 @@ vbo_exec_wrap_upgrade_vertex(struct vbo_exec_context *exec, struct gl_context *ctx = exec->ctx; struct vbo_context *vbo = vbo_context(ctx); const GLint lastcount = exec->vtx.vert_count; - GLfloat *old_attrptr[VBO_ATTRIB_MAX]; + fi_type *old_attrptr[VBO_ATTRIB_MAX]; const GLuint old_vtx_size = exec->vtx.vertex_size; /* floats per vertex */ const GLuint oldSize = exec->vtx.attrsz[attr]; GLuint i; @@ -287,7 +287,7 @@ vbo_exec_wrap_upgrade_vertex(struct vbo_exec_context *exec, if (unlikely(oldSize)) { /* Size changed, recalculate all the attrptr[] values */ - GLfloat *tmp = exec->vtx.vertex; + fi_type *tmp = exec->vtx.vertex; for (i = 0 ; i < VBO_ATTRIB_MAX ; i++) { if (exec->vtx.attrsz[i]) { @@ -306,7 +306,7 @@ vbo_exec_wrap_upgrade_vertex(struct vbo_exec_context *exec, else { /* Just have to append the new attribute at the end */ exec->vtx.attrptr[attr] = exec->vtx.vertex + - exec->vtx.vertex_size - newSize; + exec->vtx.vertex_size - newSize; } /* Replay stored vertices to translate them @@ -315,8 +315,8 @@ vbo_exec_wrap_upgrade_vertex(struct vbo_exec_context *exec, * -- No need to replay - just copy piecewise */ if (unlikely(exec->vtx.copied.nr)) { - GLfloat *data = exec->vtx.copied.buffer; - GLfloat *dest = exec->vtx.buffer_ptr; + fi_type *data = exec->vtx.copied.buffer; + fi_type *dest = exec->vtx.buffer_ptr; GLuint j; assert(exec->vtx.buffer_ptr == exec->vtx.buffer_map); @@ -331,13 +331,13 @@ vbo_exec_wrap_upgrade_vertex(struct vbo_exec_context *exec, if (j == attr) { if (oldSize) { - GLfloat tmp[4]; - COPY_CLEAN_4V_TYPE_AS_FLOAT(tmp, oldSize, + fi_type tmp[4]; + COPY_CLEAN_4V_TYPE_AS_UNION(tmp, oldSize, data + old_offset, exec->vtx.attrtype[j]); COPY_SZ_4V(dest + new_offset, newSize, tmp); } else { - GLfloat *current = (GLfloat *)vbo->currval[j].Ptr; + fi_type *current = (fi_type *)vbo->currval[j].Ptr; COPY_SZ_4V(dest + new_offset, sz, current); } } @@ -376,14 +376,14 @@ vbo_exec_fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint newSize) } else if (newSize < exec->vtx.active_sz[attr]) { GLuint i; - const GLfloat *id = - vbo_get_default_vals_as_float(exec->vtx.attrtype[attr]); + const fi_type *id = + vbo_get_default_vals_as_union(exec->vtx.attrtype[attr]); /* New size is smaller - just need to fill in some * zeros. Don't need to flush or wrap. */ for (i = newSize; i <= exec->vtx.attrsz[attr]; i++) - exec->vtx.attrptr[attr][i-1] = id[i-1]; + exec->vtx.attrptr[attr][i-1] = id[i-1]; } exec->vtx.active_sz[attr] = newSize; @@ -401,7 +401,7 @@ vbo_exec_fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint newSize) * This macro is used to implement all the glVertex, glColor, glTexCoord, * glVertexAttrib, etc functions. */ -#define ATTR( A, N, T, V0, V1, V2, V3 ) \ +#define ATTR_UNION( A, N, T, V0, V1, V2, V3 ) \ do { \ struct vbo_exec_context *exec = &vbo_context(ctx)->exec; \ \ @@ -412,12 +412,12 @@ do { \ vbo_exec_fixup_vertex(ctx, A, N); \ \ { \ - GLfloat *dest = exec->vtx.attrptr[A]; \ + fi_type *dest = exec->vtx.attrptr[A]; \ if (N>0) dest[0] = V0; \ if (N>1) dest[1] = V1; \ if (N>2) dest[2] = V2; \ if (N>3) dest[3] = V3; \ - exec->vtx.attrtype[A] = T; \ + exec->vtx.attrtype[A] = T; \ } \ \ if ((A) == 0) { \ diff --git a/src/mesa/vbo/vbo_exec_draw.c b/src/mesa/vbo/vbo_exec_draw.c index 6d43514d0a6..ec44fdb975d 100644 --- a/src/mesa/vbo/vbo_exec_draw.c +++ b/src/mesa/vbo/vbo_exec_draw.c @@ -73,8 +73,8 @@ vbo_copy_vertices( struct vbo_exec_context *exec ) GLuint nr = exec->vtx.prim[exec->vtx.prim_count-1].count; GLuint ovf, i; GLuint sz = exec->vtx.vertex_size; - GLfloat *dst = exec->vtx.copied.buffer; - const GLfloat *src = (exec->vtx.buffer_map + + fi_type *dst = exec->vtx.copied.buffer; + const fi_type *src = (exec->vtx.buffer_map + exec->vtx.prim[exec->vtx.prim_count-1].start * exec->vtx.vertex_size); @@ -309,7 +309,7 @@ vbo_exec_vtx_map( struct vbo_exec_context *exec ) /* The VBO exists and there's room for more */ if (exec->vtx.bufferobj->Size > 0) { exec->vtx.buffer_map = - (GLfloat *)ctx->Driver.MapBufferRange(ctx, + (fi_type *)ctx->Driver.MapBufferRange(ctx, exec->vtx.buffer_used, (VBO_VERT_BUFFER_SIZE - exec->vtx.buffer_used), @@ -336,7 +336,7 @@ vbo_exec_vtx_map( struct vbo_exec_context *exec ) exec->vtx.bufferobj)) { /* buffer allocation worked, now map the buffer */ exec->vtx.buffer_map = - (GLfloat *)ctx->Driver.MapBufferRange(ctx, + (fi_type *)ctx->Driver.MapBufferRange(ctx, 0, VBO_VERT_BUFFER_SIZE, accessRange, exec->vtx.bufferobj, diff --git a/src/mesa/vbo/vbo_exec_eval.c b/src/mesa/vbo/vbo_exec_eval.c index 82f89b95f74..409f31abf88 100644 --- a/src/mesa/vbo/vbo_exec_eval.c +++ b/src/mesa/vbo/vbo_exec_eval.c @@ -130,11 +130,12 @@ void vbo_exec_do_EvalCoord1f(struct vbo_exec_context *exec, GLfloat u) struct gl_1d_map *map = exec->eval.map1[attr].map; if (map) { GLfloat uu = (u - map->u1) * map->du; - GLfloat data[4]; + fi_type data[4]; - ASSIGN_4V(data, 0, 0, 0, 1); + ASSIGN_4V(data, FLOAT_AS_UNION(0), FLOAT_AS_UNION(0), + FLOAT_AS_UNION(0), FLOAT_AS_UNION(1)); - _math_horner_bezier_curve(map->Points, data, uu, + _math_horner_bezier_curve(map->Points, &data[0].f, uu, exec->eval.map1[attr].sz, map->Order); @@ -176,12 +177,13 @@ void vbo_exec_do_EvalCoord2f( struct vbo_exec_context *exec, if (map) { GLfloat uu = (u - map->u1) * map->du; GLfloat vv = (v - map->v1) * map->dv; - GLfloat data[4]; + fi_type data[4]; - ASSIGN_4V(data, 0, 0, 0, 1); + ASSIGN_4V(data, FLOAT_AS_UNION(0), FLOAT_AS_UNION(0), + FLOAT_AS_UNION(0), FLOAT_AS_UNION(1)); _math_horner_bezier_surf(map->Points, - data, + &data[0].f, uu, vv, exec->eval.map2[attr].sz, map->Uorder, map->Vorder); @@ -203,7 +205,7 @@ void vbo_exec_do_EvalCoord2f( struct vbo_exec_context *exec, ASSIGN_4V(vertex, 0, 0, 0, 1); if (exec->ctx->Eval.AutoNormal) { - GLfloat normal[4]; + fi_type normal[4]; GLfloat du[4], dv[4]; _math_de_casteljau_surf(map->Points, vertex, du, dv, uu, vv, @@ -221,11 +223,11 @@ void vbo_exec_do_EvalCoord2f( struct vbo_exec_context *exec, } - CROSS3(normal, du, dv); - NORMALIZE_3FV(normal); - normal[3] = 1.0; + CROSS3(&normal[0].f, du, dv); + NORMALIZE_3FV(&normal[0].f); + normal[3] = FLOAT_AS_UNION(1.0); - COPY_SZ_4V( exec->vtx.attrptr[VBO_ATTRIB_NORMAL], + COPY_SZ_4V( exec->vtx.attrptr[VBO_ATTRIB_NORMAL], exec->vtx.attrsz[VBO_ATTRIB_NORMAL], normal ); diff --git a/src/mesa/vbo/vbo_save.h b/src/mesa/vbo/vbo_save.h index fd26b5f616f..5b1ac81771e 100644 --- a/src/mesa/vbo/vbo_save.h +++ b/src/mesa/vbo/vbo_save.h @@ -40,7 +40,7 @@ USE OR OTHER DEALINGS IN THE SOFTWARE. struct vbo_save_copied_vtx { - GLfloat buffer[VBO_ATTRIB_MAX * 4 * VBO_MAX_COPIED_VERTS]; + fi_type buffer[VBO_ATTRIB_MAX * 4 * VBO_MAX_COPIED_VERTS]; GLuint nr; }; @@ -69,7 +69,7 @@ struct vbo_save_vertex_list { * Keep this in regular (non-VBO) memory to avoid repeated * map/unmap of the VBO when updating GL current data. */ - GLfloat *current_data; + fi_type *current_data; GLuint current_size; GLuint buffer_offset; @@ -107,7 +107,7 @@ struct vbo_save_vertex_list { */ struct vbo_save_vertex_store { struct gl_buffer_object *bufferobj; - GLfloat *buffer; + fi_type *buffer; GLuint used; GLuint refcount; }; @@ -133,7 +133,7 @@ struct vbo_save_context { GLboolean out_of_memory; /**< True if last VBO allocation failed */ - GLfloat *buffer; + fi_type *buffer; GLuint count; GLuint wrap_count; GLuint replay_flags; @@ -144,9 +144,9 @@ struct vbo_save_context { struct vbo_save_vertex_store *vertex_store; struct vbo_save_primitive_store *prim_store; - GLfloat *buffer_ptr; /* cursor, points into buffer */ - GLfloat vertex[VBO_ATTRIB_MAX*4]; /* current values */ - GLfloat *attrptr[VBO_ATTRIB_MAX]; + fi_type *buffer_ptr; /* cursor, points into buffer */ + fi_type vertex[VBO_ATTRIB_MAX*4]; /* current values */ + fi_type *attrptr[VBO_ATTRIB_MAX]; GLuint vert_count; GLuint max_vert; GLboolean dangling_attr_ref; @@ -155,7 +155,7 @@ struct vbo_save_context { struct vbo_save_copied_vtx copied; - GLfloat *current[VBO_ATTRIB_MAX]; /* points into ctx->ListState */ + fi_type *current[VBO_ATTRIB_MAX]; /* points into ctx->ListState */ GLubyte *currentsz[VBO_ATTRIB_MAX]; }; @@ -186,7 +186,7 @@ void vbo_save_playback_vertex_list( struct gl_context *ctx, void *data ); void vbo_save_api_init( struct vbo_save_context *save ); -GLfloat * +fi_type * vbo_save_map_vertex_store(struct gl_context *ctx, struct vbo_save_vertex_store *vertex_store); diff --git a/src/mesa/vbo/vbo_save_api.c b/src/mesa/vbo/vbo_save_api.c index e0fa985c807..fd9a5de3d9c 100644 --- a/src/mesa/vbo/vbo_save_api.c +++ b/src/mesa/vbo/vbo_save_api.c @@ -99,14 +99,14 @@ USE OR OTHER DEALINGS IN THE SOFTWARE. static GLuint _save_copy_vertices(struct gl_context *ctx, const struct vbo_save_vertex_list *node, - const GLfloat * src_buffer) + const fi_type * src_buffer) { struct vbo_save_context *save = &vbo_context(ctx)->save; const struct _mesa_prim *prim = &node->prim[node->prim_count - 1]; GLuint nr = prim->count; GLuint sz = save->vertex_size; - const GLfloat *src = src_buffer + prim->start * sz; - GLfloat *dst = save->copied.buffer; + const fi_type *src = src_buffer + prim->start * sz; + fi_type *dst = save->copied.buffer; GLuint ovf, i; if (prim->end) @@ -233,7 +233,7 @@ free_vertex_store(struct gl_context *ctx, } -GLfloat * +fi_type * vbo_save_map_vertex_store(struct gl_context *ctx, struct vbo_save_vertex_store *vertex_store) { @@ -249,7 +249,7 @@ vbo_save_map_vertex_store(struct gl_context *ctx, /* Map the remaining free space in the VBO */ GLintptr offset = vertex_store->used * sizeof(GLfloat); GLsizeiptr size = vertex_store->bufferobj->Size - offset; - GLfloat *range = (GLfloat *) + fi_type *range = (fi_type *) ctx->Driver.MapBufferRange(ctx, offset, size, access, vertex_store->bufferobj, MAP_INTERNAL); @@ -549,7 +549,7 @@ static void _save_wrap_filled_vertex(struct gl_context *ctx) { struct vbo_save_context *save = &vbo_context(ctx)->save; - GLfloat *data = save->copied.buffer; + fi_type *data = save->copied.buffer; GLuint i; /* Emit a glEnd to close off the last vertex list. @@ -578,7 +578,7 @@ _save_copy_to_current(struct gl_context *ctx) for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) { if (save->attrsz[i]) { save->currentsz[i][0] = save->attrsz[i]; - COPY_CLEAN_4V_TYPE_AS_FLOAT(save->current[i], save->attrsz[i], + COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i], save->attrptr[i], save->attrtype[i]); } } @@ -620,7 +620,7 @@ _save_upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz) struct vbo_save_context *save = &vbo_context(ctx)->save; GLuint oldsz; GLuint i; - GLfloat *tmp; + fi_type *tmp; /* Store the current run of vertices, and emit a GL_END. Emit a * BEGIN in the new buffer. @@ -669,8 +669,8 @@ _save_upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz) * and will need fixup at runtime. */ if (save->copied.nr) { - const GLfloat *data = save->copied.buffer; - GLfloat *dest = save->buffer; + const fi_type *data = save->copied.buffer; + fi_type *dest = save->buffer; GLuint j; /* Need to note this and fix up at runtime (or loopback): @@ -685,7 +685,7 @@ _save_upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz) if (save->attrsz[j]) { if (j == attr) { if (oldsz) { - COPY_CLEAN_4V_TYPE_AS_FLOAT(dest, oldsz, data, + COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data, save->attrtype[j]); data += oldsz; dest += newsz; @@ -729,7 +729,7 @@ save_fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint sz) } else if (sz < save->active_sz[attr]) { GLuint i; - const GLfloat *id = vbo_get_default_vals_as_float(save->attrtype[attr]); + const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]); /* New size is equal or smaller - just need to fill in some * zeros. @@ -772,7 +772,7 @@ _save_reset_vertex(struct gl_context *ctx) * 3f version won't otherwise set color[3] to 1.0 -- this is the job * of the chooser function when switching between Color4f and Color3f. */ -#define ATTR(A, N, T, V0, V1, V2, V3) \ +#define ATTR_UNION(A, N, T, V0, V1, V2, V3) \ do { \ struct vbo_save_context *save = &vbo_context(ctx)->save; \ \ @@ -780,12 +780,12 @@ do { \ save_fixup_vertex(ctx, A, N); \ \ { \ - GLfloat *dest = save->attrptr[A]; \ + fi_type *dest = save->attrptr[A]; \ if (N>0) dest[0] = V0; \ if (N>1) dest[1] = V1; \ if (N>2) dest[2] = V2; \ if (N>3) dest[3] = V3; \ - save->attrtype[A] = T; \ + save->attrtype[A] = T; \ } \ \ if ((A) == 0) { \ @@ -1566,14 +1566,14 @@ _save_current_init(struct gl_context *ctx) const GLuint j = i - VBO_ATTRIB_POS; assert(j < VERT_ATTRIB_MAX); save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j]; - save->current[i] = ctx->ListState.CurrentAttrib[j]; + save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j]; } for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) { const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL; assert(j < MAT_ATTRIB_MAX); save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j]; - save->current[i] = ctx->ListState.CurrentMaterial[j]; + save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j]; } } diff --git a/src/mesa/vbo/vbo_save_draw.c b/src/mesa/vbo/vbo_save_draw.c index d0521d79485..74e266d191c 100644 --- a/src/mesa/vbo/vbo_save_draw.c +++ b/src/mesa/vbo/vbo_save_draw.c @@ -47,8 +47,8 @@ _playback_copy_to_current(struct gl_context *ctx, const struct vbo_save_vertex_list *node) { struct vbo_context *vbo = vbo_context(ctx); - GLfloat vertex[VBO_ATTRIB_MAX * 4]; - GLfloat *data; + fi_type vertex[VBO_ATTRIB_MAX * 4]; + fi_type *data; GLuint i, offset; if (node->current_size == 0) @@ -75,10 +75,10 @@ _playback_copy_to_current(struct gl_context *ctx, for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) { if (node->attrsz[i]) { - GLfloat *current = (GLfloat *)vbo->currval[i].Ptr; - GLfloat tmp[4]; + fi_type *current = (fi_type *)vbo->currval[i].Ptr; + fi_type tmp[4]; - COPY_CLEAN_4V_TYPE_AS_FLOAT(tmp, + COPY_CLEAN_4V_TYPE_AS_UNION(tmp, node->attrsz[i], data, node->attrtype[i]); |