diff options
-rw-r--r-- | src/mesa/main/api_arrayelt.c | 147 |
1 files changed, 65 insertions, 82 deletions
diff --git a/src/mesa/main/api_arrayelt.c b/src/mesa/main/api_arrayelt.c index 93fade2418d..01ca30cbffd 100644 --- a/src/mesa/main/api_arrayelt.c +++ b/src/mesa/main/api_arrayelt.c @@ -675,7 +675,9 @@ void _ae_destroy_context( GLcontext *ctx ) /** * Make a list of per-vertex functions to call for each glArrayElement call. - * These functions access the array data (i.e. glVertex, glColor, glNormal, etc); + * These functions access the array data (i.e. glVertex, glColor, glNormal, + * etc). + * Note: this may be called during display list construction. */ static void _ae_update_state( GLcontext *ctx ) { @@ -684,8 +686,8 @@ static void _ae_update_state( GLcontext *ctx ) AEattrib *at = actx->attribs; GLuint i; - /* yuck, no generic array to correspond to color index or edge flag */ - if (ctx->Array.Index.Enabled) { + /* conventional vertex arrays */ + if (ctx->Array.Index.Enabled) { aa->array = &ctx->Array.Index; aa->func = indexfuncs[TYPE_IDX(aa->array->Type)]; aa++; @@ -695,86 +697,44 @@ static void _ae_update_state( GLcontext *ctx ) aa->func = (array_func) glEdgeFlagv; aa++; } - - /* all other arrays handled here */ - for (i = 0; i < VERT_ATTRIB_MAX; i++) { - /* Note: we count down to zero so glVertex (attrib 0) is last!!! */ - const GLuint index = VERT_ATTRIB_MAX - i - 1; - struct gl_client_array *attribArray = NULL; - - /* Generic arrays take priority over conventional arrays if vertex program - * mode is enabled. - */ - if (ctx->VertexProgram.Enabled - && ctx->Array.VertexAttrib[index].Enabled) { - if (index == 0) { - /* Special case: use glVertex() for vertex position so - * that it's always executed last. - */ - aa->array = &ctx->Array.VertexAttrib[0]; - aa->func = vertexfuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)]; - aa++; - } - else { - attribArray = &ctx->Array.VertexAttrib[index]; - } - } - else { - switch (index) { - case VERT_ATTRIB_POS: - if (ctx->Array.Vertex.Enabled) { - aa->array = &ctx->Array.Vertex; - aa->func = vertexfuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)]; - aa++; - } - break; - case VERT_ATTRIB_NORMAL: - if (ctx->Array.Normal.Enabled) { - aa->array = &ctx->Array.Normal; - aa->func = normalfuncs[TYPE_IDX(aa->array->Type)]; - aa++; - } - break; - case VERT_ATTRIB_COLOR0: - if (ctx->Array.Color.Enabled) { - aa->array = &ctx->Array.Color; - aa->func = colorfuncs[aa->array->Size-3][TYPE_IDX(aa->array->Type)]; - aa++; - } - break; - case VERT_ATTRIB_COLOR1: - if (ctx->Array.SecondaryColor.Enabled) { - aa->array = &ctx->Array.SecondaryColor; - aa->func = secondarycolorfuncs[TYPE_IDX(aa->array->Type)]; - aa++; - } - break; - case VERT_ATTRIB_FOG: - if (ctx->Array.FogCoord.Enabled) { - aa->array = &ctx->Array.FogCoord; - aa->func = fogcoordfuncs[TYPE_IDX(aa->array->Type)]; - aa++; - } - break; - case VERT_ATTRIB_TEX0: - case VERT_ATTRIB_TEX1: - case VERT_ATTRIB_TEX2: - case VERT_ATTRIB_TEX3: - case VERT_ATTRIB_TEX4: - case VERT_ATTRIB_TEX5: - case VERT_ATTRIB_TEX6: - case VERT_ATTRIB_TEX7: - /* use generic vertex attribs for texcoords */ - if (ctx->Array.TexCoord[index - VERT_ATTRIB_TEX0].Enabled) { - attribArray = &ctx->Array.TexCoord[index - VERT_ATTRIB_TEX0]; - } - default: - /* nothing */; - } + if (ctx->Array.Normal.Enabled) { + aa->array = &ctx->Array.Normal; + aa->func = normalfuncs[TYPE_IDX(aa->array->Type)]; + aa++; + } + if (ctx->Array.Color.Enabled) { + aa->array = &ctx->Array.Color; + aa->func = colorfuncs[aa->array->Size-3][TYPE_IDX(aa->array->Type)]; + aa++; + } + if (ctx->Array.SecondaryColor.Enabled) { + aa->array = &ctx->Array.SecondaryColor; + aa->func = secondarycolorfuncs[TYPE_IDX(aa->array->Type)]; + aa++; + } + if (ctx->Array.FogCoord.Enabled) { + aa->array = &ctx->Array.FogCoord; + aa->func = fogcoordfuncs[TYPE_IDX(aa->array->Type)]; + aa++; + } + for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) { + if (ctx->Array.TexCoord[i].Enabled) { + /* NOTE: we use generic glVertexAttrib functions here. + * If we ever de-alias conventional/generic vertex attribs this + * will have to change. + */ + struct gl_client_array *attribArray = &ctx->Array.TexCoord[i]; + at->array = attribArray; + at->func = attribfuncs[at->array->Normalized][at->array->Size-1][TYPE_IDX(at->array->Type)]; + at->index = i; + at++; } + } - /* Save glVertexAttrib call (may be for glMultiTexCoord) */ - if (attribArray) { + /* generic vertex attribute arrays */ + for (i = 1; i < VERT_ATTRIB_MAX; i++) { /* skip zero! */ + if (ctx->Array.VertexAttrib[i].Enabled) { + struct gl_client_array *attribArray = &ctx->Array.VertexAttrib[i]; at->array = attribArray; /* Note: we can't grab the _glapi_Dispatch->VertexAttrib1fvNV * function pointer here (for float arrays) since the pointer may @@ -782,10 +742,27 @@ static void _ae_update_state( GLcontext *ctx ) * the next. Doing so caused UT to break. */ at->func = attribfuncs[at->array->Normalized][at->array->Size-1][TYPE_IDX(at->array->Type)]; - at->index = index; + at->index = i; at++; } } + + /* finally, vertex position */ + if (ctx->Array.VertexAttrib[0].Enabled) { + /* Use glVertex(v) instead of glVertexAttrib(0, v) to be sure it's + * issued as the last (proviking) attribute). + */ + aa->array = &ctx->Array.VertexAttrib[0]; + assert(aa->array->Size >= 2); /* XXX fix someday? */ + aa->func = vertexfuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)]; + aa++; + } + else if (ctx->Array.Vertex.Enabled) { + aa->array = &ctx->Array.Vertex; + aa->func = vertexfuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)]; + aa++; + } + ASSERT(at - actx->attribs <= VERT_ATTRIB_MAX); ASSERT(aa - actx->arrays < 32); at->func = NULL; /* terminate the list */ @@ -795,6 +772,12 @@ static void _ae_update_state( GLcontext *ctx ) } +/** + * Called via glArrayElement() and glDrawArrays(). + * Issue the glNormal, glVertex, glColor, glVertexAttrib, etc functions + * for all enabled vertex arrays (for elt-th element). + * Note: this may be called during display list construction. + */ void GLAPIENTRY _ae_loopback_array_elt( GLint elt ) { GET_CURRENT_CONTEXT(ctx); |