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authorIan Romanick <[email protected]>2013-08-07 11:15:41 -0700
committerIan Romanick <[email protected]>2013-08-15 14:59:37 -0700
commit41eef83cc030e7087b79b0070d00fbc56538fb81 (patch)
treeb4c2450851901005bedee886bc1c2d34e4fb49ac /src/mesa
parent7115bc3940c4c1952d503d9d56ebe6fd1fb11645 (diff)
mesa/vbo: Fix handling of attribute 0 in non-compatibilty contexts
It is only in OpenGL compatibility-style contexts where generic attribute 0 and GL_VERTEX_ARRAY have a bizzare, aliasing relationship. Moreover, it is only in OpenGL compatibility-style contexts and OpenGL ES 1.x where one of these attributes provokes the vertex. In all other APIs each implicit call to glArrayElement provokes a vertex regardless of which attributes are enabled. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Robert Bragg <[email protected]> Cc: "9.0 9.1 9.2" <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=55503 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=66292 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=67548
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/vbo/vbo_exec_array.c82
1 files changed, 59 insertions, 23 deletions
diff --git a/src/mesa/vbo/vbo_exec_array.c b/src/mesa/vbo/vbo_exec_array.c
index 75831faf9f6..bd05cd0c369 100644
--- a/src/mesa/vbo/vbo_exec_array.c
+++ b/src/mesa/vbo/vbo_exec_array.c
@@ -442,41 +442,77 @@ recalculate_input_bindings(struct gl_context *ctx)
break;
case VP_ARB:
- /* GL_ARB_vertex_program or GLSL vertex shader - Only the generic[0]
+ /* There are no shaders in OpenGL ES 1.x, so this code path should be
+ * impossible to reach. The meta code is careful to not use shaders in
+ * ES1.
+ */
+ assert(ctx->API != API_OPENGLES);
+
+ /* In the compatibility profile of desktop OpenGL, the generic[0]
* attribute array aliases and overrides the legacy position array.
- *
* Otherwise, legacy attributes available in the legacy slots,
* generic attributes in the generic slots and materials are not
* available as per-vertex attributes.
+ *
+ * In all other APIs, only the generic attributes exist, and none of the
+ * slots are considered "magic."
*/
- if (vertexAttrib[VERT_ATTRIB_GENERIC0].Enabled)
- inputs[0] = &vertexAttrib[VERT_ATTRIB_GENERIC0];
- else if (vertexAttrib[VERT_ATTRIB_POS].Enabled)
- inputs[0] = &vertexAttrib[VERT_ATTRIB_POS];
- else {
- inputs[0] = &vbo->currval[VBO_ATTRIB_POS];
- const_inputs |= VERT_BIT_POS;
- }
+ if (ctx->API == API_OPENGL_COMPAT) {
+ if (vertexAttrib[VERT_ATTRIB_GENERIC0].Enabled)
+ inputs[0] = &vertexAttrib[VERT_ATTRIB_GENERIC0];
+ else if (vertexAttrib[VERT_ATTRIB_POS].Enabled)
+ inputs[0] = &vertexAttrib[VERT_ATTRIB_POS];
+ else {
+ inputs[0] = &vbo->currval[VBO_ATTRIB_POS];
+ const_inputs |= VERT_BIT_POS;
+ }
- for (i = 1; i < VERT_ATTRIB_FF_MAX; i++) {
- if (vertexAttrib[VERT_ATTRIB_FF(i)].Enabled)
- inputs[i] = &vertexAttrib[VERT_ATTRIB_FF(i)];
- else {
- inputs[i] = &vbo->currval[VBO_ATTRIB_POS+i];
+ for (i = 1; i < VERT_ATTRIB_FF_MAX; i++) {
+ if (vertexAttrib[VERT_ATTRIB_FF(i)].Enabled)
+ inputs[i] = &vertexAttrib[VERT_ATTRIB_FF(i)];
+ else {
+ inputs[i] = &vbo->currval[VBO_ATTRIB_POS+i];
+ const_inputs |= VERT_BIT_FF(i);
+ }
+ }
+
+ for (i = 1; i < VERT_ATTRIB_GENERIC_MAX; i++) {
+ if (vertexAttrib[VERT_ATTRIB_GENERIC(i)].Enabled)
+ inputs[VERT_ATTRIB_GENERIC(i)] =
+ &vertexAttrib[VERT_ATTRIB_GENERIC(i)];
+ else {
+ inputs[VERT_ATTRIB_GENERIC(i)] =
+ &vbo->currval[VBO_ATTRIB_GENERIC0+i];
+ const_inputs |= VERT_BIT_GENERIC(i);
+ }
+ }
+
+ inputs[VERT_ATTRIB_GENERIC0] = inputs[0];
+ } else {
+ /* Other parts of the code assume that inputs[0] through
+ * inputs[VERT_ATTRIB_FF_MAX] will be non-NULL. However, in OpenGL
+ * ES 2.0+ or OpenGL core profile, none of these arrays should ever
+ * be enabled.
+ */
+ for (i = 0; i < VERT_ATTRIB_FF_MAX; i++) {
+ assert(!vertexAttrib[VERT_ATTRIB_FF(i)].Enabled);
+
+ inputs[i] = &vbo->currval[VBO_ATTRIB_POS+i];
const_inputs |= VERT_BIT_FF(i);
}
- }
- for (i = 1; i < VERT_ATTRIB_GENERIC_MAX; i++) {
- if (vertexAttrib[VERT_ATTRIB_GENERIC(i)].Enabled)
- inputs[VERT_ATTRIB_GENERIC(i)] = &vertexAttrib[VERT_ATTRIB_GENERIC(i)];
- else {
- inputs[VERT_ATTRIB_GENERIC(i)] = &vbo->currval[VBO_ATTRIB_GENERIC0+i];
- const_inputs |= VERT_BIT_GENERIC(i);
+ for (i = 0; i < VERT_ATTRIB_GENERIC_MAX; i++) {
+ if (vertexAttrib[VERT_ATTRIB_GENERIC(i)].Enabled)
+ inputs[VERT_ATTRIB_GENERIC(i)] =
+ &vertexAttrib[VERT_ATTRIB_GENERIC(i)];
+ else {
+ inputs[VERT_ATTRIB_GENERIC(i)] =
+ &vbo->currval[VBO_ATTRIB_GENERIC0+i];
+ const_inputs |= VERT_BIT_GENERIC(i);
+ }
}
}
- inputs[VERT_ATTRIB_GENERIC0] = inputs[0];
break;
}