diff options
-rw-r--r-- | src/mesa/main/api_arrayelt.c | 995 |
1 files changed, 654 insertions, 341 deletions
diff --git a/src/mesa/main/api_arrayelt.c b/src/mesa/main/api_arrayelt.c index 3c2d43005a..634bba8d0b 100644 --- a/src/mesa/main/api_arrayelt.c +++ b/src/mesa/main/api_arrayelt.c @@ -41,7 +41,7 @@ typedef struct { array_func func; } AEarray; -typedef void (GLAPIENTRY *attrib_func)( GLuint indx, const void *data, GLboolean normalized, GLuint size ); +typedef void (GLAPIENTRY *attrib_func)( GLuint indx, const void *data ); typedef struct { const struct gl_client_array *array; @@ -50,7 +50,7 @@ typedef struct { } AEattrib; typedef struct { - AEarray arrays[3]; /* color index, edge flag, null terminator */ + AEarray arrays[32]; AEattrib attribs[VERT_ATTRIB_MAX + 1]; GLuint NewState; } AEcontext; @@ -64,6 +64,56 @@ typedef struct { */ #define TYPE_IDX(t) ((t) & 0xf) + +static void (GLAPIENTRY *colorfuncs[2][8])( const void * ) = { + { (array_func)glColor3bv, + (array_func)glColor3ubv, + (array_func)glColor3sv, + (array_func)glColor3usv, + (array_func)glColor3iv, + (array_func)glColor3uiv, + (array_func)glColor3fv, + (array_func)glColor3dv }, + + { (array_func)glColor4bv, + (array_func)glColor4ubv, + (array_func)glColor4sv, + (array_func)glColor4usv, + (array_func)glColor4iv, + (array_func)glColor4uiv, + (array_func)glColor4fv, + (array_func)glColor4dv } +}; + +static void (GLAPIENTRY *vertexfuncs[3][8])( const void * ) = { + { 0, + 0, + (array_func)glVertex2sv, + 0, + (array_func)glVertex2iv, + 0, + (array_func)glVertex2fv, + (array_func)glVertex2dv }, + + { 0, + 0, + (array_func)glVertex3sv, + 0, + (array_func)glVertex3iv, + 0, + (array_func)glVertex3fv, + (array_func)glVertex3dv }, + + { 0, + 0, + (array_func)glVertex4sv, + 0, + (array_func)glVertex4iv, + 0, + (array_func)glVertex4fv, + (array_func)glVertex4dv } +}; + static void (GLAPIENTRY *indexfuncs[8])( const void * ) = { 0, (array_func)glIndexubv, @@ -75,314 +125,526 @@ static void (GLAPIENTRY *indexfuncs[8])( const void * ) = { (array_func)glIndexdv }; +static void (GLAPIENTRY *normalfuncs[8])( const void * ) = { + (array_func)glNormal3bv, + 0, + (array_func)glNormal3sv, + 0, + (array_func)glNormal3iv, + 0, + (array_func)glNormal3fv, + (array_func)glNormal3dv, +}; + + +/* Wrapper functions in case glSecondaryColor*EXT doesn't exist */ +static void SecondaryColor3bvEXT(const GLbyte *c) +{ + _glapi_Dispatch->SecondaryColor3bvEXT(c); +} + +static void SecondaryColor3ubvEXT(const GLubyte *c) +{ + _glapi_Dispatch->SecondaryColor3ubvEXT(c); +} + +static void SecondaryColor3svEXT(const GLshort *c) +{ + _glapi_Dispatch->SecondaryColor3svEXT(c); +} + +static void SecondaryColor3usvEXT(const GLushort *c) +{ + _glapi_Dispatch->SecondaryColor3usvEXT(c); +} + +static void SecondaryColor3ivEXT(const GLint *c) +{ + _glapi_Dispatch->SecondaryColor3ivEXT(c); +} + +static void SecondaryColor3uivEXT(const GLuint *c) +{ + _glapi_Dispatch->SecondaryColor3uivEXT(c); +} + +static void SecondaryColor3fvEXT(const GLfloat *c) +{ + _glapi_Dispatch->SecondaryColor3fvEXT(c); +} + +static void SecondaryColor3dvEXT(const GLdouble *c) +{ + _glapi_Dispatch->SecondaryColor3dvEXT(c); +} + +static void (GLAPIENTRY *secondarycolorfuncs[8])( const void * ) = { + (array_func) SecondaryColor3bvEXT, + (array_func) SecondaryColor3ubvEXT, + (array_func) SecondaryColor3svEXT, + (array_func) SecondaryColor3usvEXT, + (array_func) SecondaryColor3ivEXT, + (array_func) SecondaryColor3uivEXT, + (array_func) SecondaryColor3fvEXT, + (array_func) SecondaryColor3dvEXT, +}; + + +/* Again, wrapper functions in case glSecondaryColor*EXT doesn't exist */ +static void FogCoordfvEXT(const GLfloat *f) +{ + _glapi_Dispatch->FogCoordfvEXT(f); +} + +static void FogCoorddvEXT(const GLdouble *f) +{ + _glapi_Dispatch->FogCoorddvEXT(f); +} + +static void (GLAPIENTRY *fogcoordfuncs[8])( const void * ) = { + 0, + 0, + 0, + 0, + 0, + 0, + (array_func) FogCoordfvEXT, + (array_func) FogCoorddvEXT +}; + /**********************************************************************/ -/* 1, 2, 3 or 4 GL_BYTE attribute */ -static void VertexAttribbv(GLuint index, const GLbyte *v, - GLboolean normalized, GLuint size) -{ - switch (size) { - case 1: - if (normalized) - _glapi_Dispatch->VertexAttrib4fNV(index, BYTE_TO_FLOAT(v[0]), - 0, 0, 1); - else - _glapi_Dispatch->VertexAttrib4fNV(index, v[0], 0, 0, 1); - return; - case 2: - if (normalized) - _glapi_Dispatch->VertexAttrib4fNV(index, BYTE_TO_FLOAT(v[0]), - BYTE_TO_FLOAT(v[1]), 0, 1); - else - _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], 0, 1); - return; - case 3: - if (normalized) - _glapi_Dispatch->VertexAttrib4fNV(index, BYTE_TO_FLOAT(v[0]), - BYTE_TO_FLOAT(v[1]), - BYTE_TO_FLOAT(v[2]), 1); - else - _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], 1); - return; - case 4: - if (normalized) - _glapi_Dispatch->VertexAttrib4fNV(index, BYTE_TO_FLOAT(v[0]), - BYTE_TO_FLOAT(v[1]), - BYTE_TO_FLOAT(v[2]), - BYTE_TO_FLOAT(v[3])); - else - _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]); - return; - default: - _mesa_problem(NULL, "Bad size in VertexAttribbv"); - } +/* GL_BYTE attributes */ + +static void VertexAttrib1Nbv(GLuint index, const GLbyte *v) +{ + _glapi_Dispatch->VertexAttrib1fNV(index, BYTE_TO_FLOAT(v[0])); } -/* 1, 2, 3 or 4 GL_UNSIGNED_BYTE attribute */ -static void VertexAttribubv(GLuint index, const GLubyte *v, - GLboolean normalized, GLuint size) -{ - switch (size) { - case 1: - if (normalized) - _glapi_Dispatch->VertexAttrib4fNV(index, UBYTE_TO_FLOAT(v[0]), - 0, 0, 1); - else - _glapi_Dispatch->VertexAttrib4fNV(index, v[0], 0, 0, 1); - return; - case 2: - if (normalized) - _glapi_Dispatch->VertexAttrib4fNV(index, UBYTE_TO_FLOAT(v[0]), - UBYTE_TO_FLOAT(v[1]), 0, 1); - else - _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], 0, 1); - return; - case 3: - if (normalized) - _glapi_Dispatch->VertexAttrib4fNV(index, UBYTE_TO_FLOAT(v[0]), - UBYTE_TO_FLOAT(v[1]), - UBYTE_TO_FLOAT(v[2]), 1); - else - _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], 1); - return; - case 4: - if (normalized) - _glapi_Dispatch->VertexAttrib4fNV(index, UBYTE_TO_FLOAT(v[0]), - UBYTE_TO_FLOAT(v[1]), - UBYTE_TO_FLOAT(v[2]), - UBYTE_TO_FLOAT(v[3])); - else - _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]); - return; - default: - _mesa_problem(NULL, "Bad size in VertexAttribubv"); - } +static void VertexAttrib1bv(GLuint index, const GLbyte *v) +{ + _glapi_Dispatch->VertexAttrib1fNV(index, v[0]); } -/* 1, 2, 3 or 4 GL_SHORT attribute */ -static void VertexAttribsv(GLuint index, const GLshort *v, - GLboolean normalized, GLuint size) -{ - switch (size) { - case 1: - if (normalized) - _glapi_Dispatch->VertexAttrib4fNV(index, SHORT_TO_FLOAT(v[0]), - 0, 0, 1); - else - _glapi_Dispatch->VertexAttrib4fNV(index, v[0], 0, 0, 1); - return; - case 2: - if (normalized) - _glapi_Dispatch->VertexAttrib4fNV(index, SHORT_TO_FLOAT(v[0]), - SHORT_TO_FLOAT(v[1]), 0, 1); - else - _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], 0, 1); - return; - case 3: - if (normalized) - _glapi_Dispatch->VertexAttrib4fNV(index, SHORT_TO_FLOAT(v[0]), - SHORT_TO_FLOAT(v[1]), - SHORT_TO_FLOAT(v[2]), 1); - else - _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], 1); - return; - case 4: - if (normalized) - _glapi_Dispatch->VertexAttrib4fNV(index, SHORT_TO_FLOAT(v[0]), - SHORT_TO_FLOAT(v[1]), - SHORT_TO_FLOAT(v[2]), - SHORT_TO_FLOAT(v[3])); - else - _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]); - return; - default: - _mesa_problem(NULL, "Bad size in VertexAttribsv"); - } +static void VertexAttrib2Nbv(GLuint index, const GLbyte *v) +{ + _glapi_Dispatch->VertexAttrib2fNV(index, BYTE_TO_FLOAT(v[0]), + BYTE_TO_FLOAT(v[1])); } +static void VertexAttrib2bv(GLuint index, const GLbyte *v) +{ + _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]); +} -/* 1, 2, 3 or 4 GL_UNSIGNED_SHORT attribute */ -static void VertexAttribusv(GLuint index, const GLushort *v, - GLboolean normalized, GLuint size) -{ - switch (size) { - case 1: - if (normalized) - _glapi_Dispatch->VertexAttrib4fNV(index, USHORT_TO_FLOAT(v[0]), - 0, 0, 1); - else - _glapi_Dispatch->VertexAttrib4fNV(index, v[0], 0, 0, 1); - return; - case 2: - if (normalized) - _glapi_Dispatch->VertexAttrib4fNV(index, USHORT_TO_FLOAT(v[0]), - USHORT_TO_FLOAT(v[1]), 0, 1); - else - _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], 0, 1); - return; - case 3: - if (normalized) - _glapi_Dispatch->VertexAttrib4fNV(index, USHORT_TO_FLOAT(v[0]), - USHORT_TO_FLOAT(v[1]), - USHORT_TO_FLOAT(v[2]), 1); - else - _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], 1); - return; - case 4: - if (normalized) - _glapi_Dispatch->VertexAttrib4fNV(index, USHORT_TO_FLOAT(v[0]), - USHORT_TO_FLOAT(v[1]), - USHORT_TO_FLOAT(v[2]), - USHORT_TO_FLOAT(v[3])); - else - _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]); - return; - default: - _mesa_problem(NULL, "Bad size in VertexAttribusv"); - } +static void VertexAttrib3Nbv(GLuint index, const GLbyte *v) +{ + _glapi_Dispatch->VertexAttrib3fNV(index, BYTE_TO_FLOAT(v[0]), + BYTE_TO_FLOAT(v[1]), + BYTE_TO_FLOAT(v[2])); } -/* 1, 2, 3 or 4 GL_INT attribute */ -static void VertexAttribiv(GLuint index, const GLint *v, - GLboolean normalized, GLuint size) -{ - switch (size) { - case 1: - if (normalized) - _glapi_Dispatch->VertexAttrib4fNV(index, INT_TO_FLOAT(v[0]), - 0, 0, 1); - else - _glapi_Dispatch->VertexAttrib4fNV(index, v[0], 0, 0, 1); - return; - case 2: - if (normalized) - _glapi_Dispatch->VertexAttrib4fNV(index, INT_TO_FLOAT(v[0]), - INT_TO_FLOAT(v[1]), 0, 1); - else - _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], 0, 1); - return; - case 3: - if (normalized) - _glapi_Dispatch->VertexAttrib4fNV(index, INT_TO_FLOAT(v[0]), - INT_TO_FLOAT(v[1]), - INT_TO_FLOAT(v[2]), 1); - else - _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], 1); - return; - case 4: - if (normalized) - _glapi_Dispatch->VertexAttrib4fNV(index, INT_TO_FLOAT(v[0]), - INT_TO_FLOAT(v[1]), - INT_TO_FLOAT(v[2]), - INT_TO_FLOAT(v[3])); - else - _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]); - return; - default: - _mesa_problem(NULL, "Bad size in VertexAttribiv"); - } +static void VertexAttrib3bv(GLuint index, const GLbyte *v) +{ + _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]); } -/* 1, 2, 3 or 4 GL_UNSIGNED_INT attribute */ -static void VertexAttribuiv(GLuint index, const GLuint *v, - GLboolean normalized, GLuint size) -{ - switch (size) { - case 1: - if (normalized) - _glapi_Dispatch->VertexAttrib4fNV(index, UINT_TO_FLOAT(v[0]), - 0, 0, 1); - else - _glapi_Dispatch->VertexAttrib4fNV(index, v[0], 0, 0, 1); - return; - case 2: - if (normalized) - _glapi_Dispatch->VertexAttrib4fNV(index, UINT_TO_FLOAT(v[0]), - UINT_TO_FLOAT(v[1]), 0, 1); - else - _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], 0, 1); - return; - case 3: - if (normalized) - _glapi_Dispatch->VertexAttrib4fNV(index, UINT_TO_FLOAT(v[0]), - UINT_TO_FLOAT(v[1]), - UINT_TO_FLOAT(v[2]), 1); - else - _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], 1); - return; - case 4: - if (normalized) - _glapi_Dispatch->VertexAttrib4fNV(index, UINT_TO_FLOAT(v[0]), - UINT_TO_FLOAT(v[1]), - UINT_TO_FLOAT(v[2]), - UINT_TO_FLOAT(v[3])); - else - _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]); - return; - default: - _mesa_problem(NULL, "Bad size in VertexAttribuiv"); - } +static void VertexAttrib4Nbv(GLuint index, const GLbyte *v) +{ + _glapi_Dispatch->VertexAttrib4fNV(index, BYTE_TO_FLOAT(v[0]), + BYTE_TO_FLOAT(v[1]), + BYTE_TO_FLOAT(v[2]), + BYTE_TO_FLOAT(v[3])); } -/* 1, 2, 3 or 4 GL_FLOAT attribute */ -static void VertexAttribfv(GLuint index, const GLfloat *v, - GLboolean normalized, GLuint size) -{ - (void) normalized; - switch (size) { - case 1: - _glapi_Dispatch->VertexAttrib1fvNV(index, v); - return; - case 2: - _glapi_Dispatch->VertexAttrib2fvNV(index, v); - return; - case 3: - _glapi_Dispatch->VertexAttrib3fvNV(index, v); - return; - case 4: - _glapi_Dispatch->VertexAttrib4fvNV(index, v); - return; - default: - _mesa_problem(NULL, "Bad size in VertexAttribfv"); - } +static void VertexAttrib4bv(GLuint index, const GLbyte *v) +{ + _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]); } -/* 1, 2, 3 or 4 GL_DOUBLE attribute */ -static void VertexAttribdv(GLuint index, const GLdouble *v, - GLboolean normalized, GLuint size) -{ - (void) normalized; - switch (size) { - case 1: - _glapi_Dispatch->VertexAttrib1dvNV(index, v); - return; - case 2: - _glapi_Dispatch->VertexAttrib2dvNV(index, v); - return; - case 3: - _glapi_Dispatch->VertexAttrib3dvNV(index, v); - return; - case 4: - _glapi_Dispatch->VertexAttrib4dvNV(index, v); - return; - default: - _mesa_problem(NULL, "Bad size in VertexAttribdv"); - } +/* GL_UNSIGNED_BYTE attributes */ + +static void VertexAttrib1Nubv(GLuint index, const GLubyte *v) +{ + _glapi_Dispatch->VertexAttrib1fNV(index, UBYTE_TO_FLOAT(v[0])); +} + +static void VertexAttrib1ubv(GLuint index, const GLubyte *v) +{ + _glapi_Dispatch->VertexAttrib1fNV(index, v[0]); +} + +static void VertexAttrib2Nubv(GLuint index, const GLubyte *v) +{ + _glapi_Dispatch->VertexAttrib2fNV(index, UBYTE_TO_FLOAT(v[0]), + UBYTE_TO_FLOAT(v[1])); +} + +static void VertexAttrib2ubv(GLuint index, const GLubyte *v) +{ + _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]); +} + +static void VertexAttrib3Nubv(GLuint index, const GLubyte *v) +{ + _glapi_Dispatch->VertexAttrib3fNV(index, UBYTE_TO_FLOAT(v[0]), + UBYTE_TO_FLOAT(v[1]), + UBYTE_TO_FLOAT(v[2])); +} +static void VertexAttrib3ubv(GLuint index, const GLubyte *v) +{ + _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]); +} + +static void VertexAttrib4Nubv(GLuint index, const GLubyte *v) +{ + _glapi_Dispatch->VertexAttrib4fNV(index, UBYTE_TO_FLOAT(v[0]), + UBYTE_TO_FLOAT(v[1]), + UBYTE_TO_FLOAT(v[2]), + UBYTE_TO_FLOAT(v[3])); +} + +static void VertexAttrib4ubv(GLuint index, const GLubyte *v) +{ + _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]); +} + +/* GL_SHORT attributes */ + +static void VertexAttrib1Nsv(GLuint index, const GLshort *v) +{ + _glapi_Dispatch->VertexAttrib1fNV(index, SHORT_TO_FLOAT(v[0])); +} + +static void VertexAttrib1sv(GLuint index, const GLshort *v) +{ + _glapi_Dispatch->VertexAttrib1fNV(index, v[0]); +} + +static void VertexAttrib2Nsv(GLuint index, const GLshort *v) +{ + _glapi_Dispatch->VertexAttrib2fNV(index, SHORT_TO_FLOAT(v[0]), + SHORT_TO_FLOAT(v[1])); +} + +static void VertexAttrib2sv(GLuint index, const GLshort *v) +{ + _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]); +} + +static void VertexAttrib3Nsv(GLuint index, const GLshort *v) +{ + _glapi_Dispatch->VertexAttrib3fNV(index, SHORT_TO_FLOAT(v[0]), + SHORT_TO_FLOAT(v[1]), + SHORT_TO_FLOAT(v[2])); +} + +static void VertexAttrib3sv(GLuint index, const GLshort *v) +{ + _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]); +} + +static void VertexAttrib4Nsv(GLuint index, const GLshort *v) +{ + _glapi_Dispatch->VertexAttrib4fNV(index, SHORT_TO_FLOAT(v[0]), + SHORT_TO_FLOAT(v[1]), + SHORT_TO_FLOAT(v[2]), + SHORT_TO_FLOAT(v[3])); +} + +static void VertexAttrib4sv(GLuint index, const GLshort *v) +{ + _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]); +} + +/* GL_UNSIGNED_SHORT attributes */ + +static void VertexAttrib1Nusv(GLuint index, const GLushort *v) +{ + _glapi_Dispatch->VertexAttrib1fNV(index, USHORT_TO_FLOAT(v[0])); } +static void VertexAttrib1usv(GLuint index, const GLushort *v) +{ + _glapi_Dispatch->VertexAttrib1fNV(index, v[0]); +} + +static void VertexAttrib2Nusv(GLuint index, const GLushort *v) +{ + _glapi_Dispatch->VertexAttrib2fNV(index, USHORT_TO_FLOAT(v[0]), + USHORT_TO_FLOAT(v[1])); +} + +static void VertexAttrib2usv(GLuint index, const GLushort *v) +{ + _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]); +} + +static void VertexAttrib3Nusv(GLuint index, const GLushort *v) +{ + _glapi_Dispatch->VertexAttrib3fNV(index, USHORT_TO_FLOAT(v[0]), + USHORT_TO_FLOAT(v[1]), + USHORT_TO_FLOAT(v[2])); +} + +static void VertexAttrib3usv(GLuint index, const GLushort *v) +{ + _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]); +} + +static void VertexAttrib4Nusv(GLuint index, const GLushort *v) +{ + _glapi_Dispatch->VertexAttrib4fNV(index, USHORT_TO_FLOAT(v[0]), + USHORT_TO_FLOAT(v[1]), + USHORT_TO_FLOAT(v[2]), + USHORT_TO_FLOAT(v[3])); +} + +static void VertexAttrib4usv(GLuint index, const GLushort *v) +{ + _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]); +} + +/* GL_INT attributes */ + +static void VertexAttrib1Niv(GLuint index, const GLint *v) +{ + _glapi_Dispatch->VertexAttrib1fNV(index, INT_TO_FLOAT(v[0])); +} + +static void VertexAttrib1iv(GLuint index, const GLint *v) +{ + _glapi_Dispatch->VertexAttrib1fNV(index, v[0]); +} + +static void VertexAttrib2Niv(GLuint index, const GLint *v) +{ + _glapi_Dispatch->VertexAttrib2fNV(index, INT_TO_FLOAT(v[0]), + INT_TO_FLOAT(v[1])); +} + +static void VertexAttrib2iv(GLuint index, const GLint *v) +{ + _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]); +} + +static void VertexAttrib3Niv(GLuint index, const GLint *v) +{ + _glapi_Dispatch->VertexAttrib3fNV(index, INT_TO_FLOAT(v[0]), + INT_TO_FLOAT(v[1]), + INT_TO_FLOAT(v[2])); +} + +static void VertexAttrib3iv(GLuint index, const GLint *v) +{ + _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]); +} + +static void VertexAttrib4Niv(GLuint index, const GLint *v) +{ + _glapi_Dispatch->VertexAttrib4fNV(index, INT_TO_FLOAT(v[0]), + INT_TO_FLOAT(v[1]), + INT_TO_FLOAT(v[2]), + INT_TO_FLOAT(v[3])); +} + +static void VertexAttrib4iv(GLuint index, const GLint *v) +{ + _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]); +} + +/* GL_UNSIGNED_INT attributes */ + +static void VertexAttrib1Nuiv(GLuint index, const GLuint *v) +{ + _glapi_Dispatch->VertexAttrib1fNV(index, UINT_TO_FLOAT(v[0])); +} + +static void VertexAttrib1uiv(GLuint index, const GLuint *v) +{ + _glapi_Dispatch->VertexAttrib1fNV(index, v[0]); +} + +static void VertexAttrib2Nuiv(GLuint index, const GLuint *v) +{ + _glapi_Dispatch->VertexAttrib2fNV(index, UINT_TO_FLOAT(v[0]), + UINT_TO_FLOAT(v[1])); +} + +static void VertexAttrib2uiv(GLuint index, const GLuint *v) +{ + _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]); +} + +static void VertexAttrib3Nuiv(GLuint index, const GLuint *v) +{ + _glapi_Dispatch->VertexAttrib3fNV(index, UINT_TO_FLOAT(v[0]), + UINT_TO_FLOAT(v[1]), + UINT_TO_FLOAT(v[2])); +} + +static void VertexAttrib3uiv(GLuint index, const GLuint *v) +{ + _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]); +} + +static void VertexAttrib4Nuiv(GLuint index, const GLuint *v) +{ + _glapi_Dispatch->VertexAttrib4fNV(index, UINT_TO_FLOAT(v[0]), + UINT_TO_FLOAT(v[1]), + UINT_TO_FLOAT(v[2]), + UINT_TO_FLOAT(v[3])); +} + +static void VertexAttrib4uiv(GLuint index, const GLuint *v) +{ + _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]); +} + +/* GL_FLOAT attributes */ + +static void VertexAttrib1fv(GLuint index, const GLfloat *v) +{ + _glapi_Dispatch->VertexAttrib1fvNV(index, v); +} + +static void VertexAttrib2fv(GLuint index, const GLfloat *v) +{ + _glapi_Dispatch->VertexAttrib2fvNV(index, v); +} + +static void VertexAttrib3fv(GLuint index, const GLfloat *v) +{ + _glapi_Dispatch->VertexAttrib3fvNV(index, v); +} + +static void VertexAttrib4fv(GLuint index, const GLfloat *v) +{ + _glapi_Dispatch->VertexAttrib4fvNV(index, v); +} + +/* GL_DOUBLE attributes */ + +static void VertexAttrib1dv(GLuint index, const GLdouble *v) +{ + _glapi_Dispatch->VertexAttrib1dvNV(index, v); +} + +static void VertexAttrib2dv(GLuint index, const GLdouble *v) +{ + _glapi_Dispatch->VertexAttrib2dvNV(index, v); +} + +static void VertexAttrib3dv(GLuint index, const GLdouble *v) +{ + _glapi_Dispatch->VertexAttrib3dvNV(index, v); +} + +static void VertexAttrib4dv(GLuint index, const GLdouble *v) +{ + _glapi_Dispatch->VertexAttrib4dvNV(index, v); +} + + /* * Array [size][type] of VertexAttrib functions */ -static void (GLAPIENTRY *attribfuncs[8])( GLuint, const void *, GLboolean, GLuint ) = { - (attrib_func) VertexAttribbv, - (attrib_func) VertexAttribubv, - (attrib_func) VertexAttribsv, - (attrib_func) VertexAttribusv, - (attrib_func) VertexAttribiv, - (attrib_func) VertexAttribuiv, - (attrib_func) VertexAttribfv, - (attrib_func) VertexAttribdv +static void (GLAPIENTRY *attribfuncs[2][4][8])( GLuint, const void * ) = { + { + /* non-normalized */ + { + /* size 1 */ + (attrib_func) VertexAttrib1bv, + (attrib_func) VertexAttrib1ubv, + (attrib_func) VertexAttrib1sv, + (attrib_func) VertexAttrib1usv, + (attrib_func) VertexAttrib1iv, + (attrib_func) VertexAttrib1uiv, + (attrib_func) VertexAttrib1fv, + (attrib_func) VertexAttrib1dv + }, + { + /* size 2 */ + (attrib_func) VertexAttrib2bv, + (attrib_func) VertexAttrib2ubv, + (attrib_func) VertexAttrib2sv, + (attrib_func) VertexAttrib2usv, + (attrib_func) VertexAttrib2iv, + (attrib_func) VertexAttrib2uiv, + (attrib_func) VertexAttrib2fv, + (attrib_func) VertexAttrib2dv + }, + { + /* size 3 */ + (attrib_func) VertexAttrib3bv, + (attrib_func) VertexAttrib3ubv, + (attrib_func) VertexAttrib3sv, + (attrib_func) VertexAttrib3usv, + (attrib_func) VertexAttrib3iv, + (attrib_func) VertexAttrib3uiv, + (attrib_func) VertexAttrib3fv, + (attrib_func) VertexAttrib3dv + }, + { + /* size 4 */ + (attrib_func) VertexAttrib4bv, + (attrib_func) VertexAttrib4ubv, + (attrib_func) VertexAttrib4sv, + (attrib_func) VertexAttrib4usv, + (attrib_func) VertexAttrib4iv, + (attrib_func) VertexAttrib4uiv, + (attrib_func) VertexAttrib4fv, + (attrib_func) VertexAttrib4dv + } + }, + { + /* normalized (except for float/double) */ + { + /* size 1 */ + (attrib_func) VertexAttrib1Nbv, + (attrib_func) VertexAttrib1Nubv, + (attrib_func) VertexAttrib1Nsv, + (attrib_func) VertexAttrib1Nusv, + (attrib_func) VertexAttrib1Niv, + (attrib_func) VertexAttrib1Nuiv, + (attrib_func) VertexAttrib1fv, + (attrib_func) VertexAttrib1dv + }, + { + /* size 2 */ + (attrib_func) VertexAttrib2Nbv, + (attrib_func) VertexAttrib2Nubv, + (attrib_func) VertexAttrib2Nsv, + (attrib_func) VertexAttrib2Nusv, + (attrib_func) VertexAttrib2Niv, + (attrib_func) VertexAttrib2Nuiv, + (attrib_func) VertexAttrib2fv, + (attrib_func) VertexAttrib2dv + }, + { + /* size 3 */ + (attrib_func) VertexAttrib3Nbv, + (attrib_func) VertexAttrib3Nubv, + (attrib_func) VertexAttrib3Nsv, + (attrib_func) VertexAttrib3Nusv, + (attrib_func) VertexAttrib3Niv, + (attrib_func) VertexAttrib3Nuiv, + (attrib_func) VertexAttrib3fv, + (attrib_func) VertexAttrib3dv + }, + { + /* size 4 */ + (attrib_func) VertexAttrib4Nbv, + (attrib_func) VertexAttrib4Nubv, + (attrib_func) VertexAttrib4Nsv, + (attrib_func) VertexAttrib4Nusv, + (attrib_func) VertexAttrib4Niv, + (attrib_func) VertexAttrib4Nuiv, + (attrib_func) VertexAttrib4fv, + (attrib_func) VertexAttrib4dv + } + } }; /**********************************************************************/ @@ -411,44 +673,9 @@ void _ae_destroy_context( GLcontext *ctx ) } -/* - * Return pointer to the conventional vertex array which corresponds - * to the given vertex attribute index. - */ -static struct gl_client_array * -conventional_array(GLcontext *ctx, GLuint index) -{ - ASSERT(index < VERT_ATTRIB_MAX); - switch (index) { - case VERT_ATTRIB_POS: - return &ctx->Array.Vertex; - case VERT_ATTRIB_NORMAL: - return &ctx->Array.Normal; - case VERT_ATTRIB_COLOR0: - return &ctx->Array.Color; - case VERT_ATTRIB_COLOR1: - return &ctx->Array.SecondaryColor; - case VERT_ATTRIB_FOG: - return &ctx->Array.FogCoord; - 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: - return &ctx->Array.TexCoord[index - VERT_ATTRIB_TEX0]; - default: - return NULL; - } -} - - /** - * Make a list of functions to call per glArrayElement call which will - * access the vertex array data. - * Most vertex attributes are handled via glVertexAttrib4fvNV. + * 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); */ static void _ae_update_state( GLcontext *ctx ) { @@ -468,30 +695,116 @@ static void _ae_update_state( GLcontext *ctx ) aa->func = (array_func) glEdgeFlagv; aa++; } - aa->func = NULL; /* terminate the list */ /* 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 *array = conventional_array(ctx, index); + struct gl_client_array *attribArray = NULL; - /* check for overriding generic vertex attribute */ + /* Generic arrays take priority over conventional arrays if vertex program + * mode is enabled. + */ if (ctx->VertexProgram.Enabled && ctx->Array.VertexAttrib[index].Enabled) { - array = &ctx->Array.VertexAttrib[index]; + 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 array's enabled, add it to the list */ - if (array && array->Enabled) { - at->array = array; - at->func = attribfuncs[TYPE_IDX(array->Type)]; + /* Save glVertexAttrib call (may be for glMultiTexCoord) */ + if (attribArray) { + at->array = attribArray; + if (attribArray->Type == GL_FLOAT) { + switch (attribArray->Size) { + case 1: + at->func = (attrib_func) _glapi_Dispatch->VertexAttrib1fvNV; + break; + case 2: + at->func = (attrib_func) _glapi_Dispatch->VertexAttrib2fvNV; + break; + case 3: + at->func = (attrib_func) _glapi_Dispatch->VertexAttrib3fvNV; + break; + case 4: + at->func = (attrib_func) _glapi_Dispatch->VertexAttrib4fvNV; + break; + } + } + else + { + at->func = attribfuncs[at->array->Normalized][at->array->Size-1][TYPE_IDX(at->array->Type)]; + } + at->index = index; at++; } } ASSERT(at - actx->attribs <= VERT_ATTRIB_MAX); + ASSERT(aa - actx->arrays < 32); at->func = NULL; /* terminate the list */ + aa->func = NULL; /* terminate the list */ actx->NewState = 0; } @@ -507,21 +820,21 @@ void GLAPIENTRY _ae_loopback_array_elt( GLint elt ) if (actx->NewState) _ae_update_state( ctx ); - /* color index and edge flags */ + /* generic attributes */ + for (at = actx->attribs; at->func; at++) { + const GLubyte *src = at->array->BufferObj->Data + + (GLuint) at->array->Ptr + + elt * at->array->StrideB; + at->func( at->index, src ); + } + + /* conventional arrays */ for (aa = actx->arrays; aa->func ; aa++) { const GLubyte *src = aa->array->BufferObj->Data + (GLuint) aa->array->Ptr + elt * aa->array->StrideB; aa->func( src ); } - - /* all other attributes */ - for (at = actx->attribs; at->func; at++) { - const GLubyte *src = at->array->BufferObj->Data - + (GLuint) at->array->Ptr - + elt * at->array->StrideB; - at->func( at->index, src, at->array->Normalized, at->array->Size ); - } } |