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-rw-r--r--src/mesa/array_cache/ac_context.c2
-rw-r--r--src/mesa/array_cache/ac_import.c40
2 files changed, 21 insertions, 21 deletions
diff --git a/src/mesa/array_cache/ac_context.c b/src/mesa/array_cache/ac_context.c
index ff143c13e2..5d5ad5e363 100644
--- a/src/mesa/array_cache/ac_context.c
+++ b/src/mesa/array_cache/ac_context.c
@@ -292,7 +292,7 @@ static void _ac_raw_init( GLcontext *ctx )
ac->Raw.Index = ac->Fallback.Index;
ac->Raw.Normal = ac->Fallback.Normal;
ac->Raw.SecondaryColor = ac->Fallback.SecondaryColor;
- ac->Raw.Vertex = ctx->Array.Vertex;
+ ac->Raw.Vertex = ctx->Array.ArrayObj->Vertex;
ac->IsCached.Color = GL_FALSE;
ac->IsCached.EdgeFlag = GL_FALSE;
diff --git a/src/mesa/array_cache/ac_import.c b/src/mesa/array_cache/ac_import.c
index 62206002cd..deae44ab72 100644
--- a/src/mesa/array_cache/ac_import.c
+++ b/src/mesa/array_cache/ac_import.c
@@ -50,8 +50,8 @@ reset_texcoord( GLcontext *ctx, GLuint unit )
{
ACcontext *ac = AC_CONTEXT(ctx);
- if (ctx->Array.TexCoord[unit].Enabled) {
- ac->Raw.TexCoord[unit] = ctx->Array.TexCoord[unit];
+ if (ctx->Array.ArrayObj->TexCoord[unit].Enabled) {
+ ac->Raw.TexCoord[unit] = ctx->Array.ArrayObj->TexCoord[unit];
STRIDE_ARRAY(ac->Raw.TexCoord[unit], ac->start);
}
else {
@@ -73,9 +73,9 @@ static void
reset_vertex( GLcontext *ctx )
{
ACcontext *ac = AC_CONTEXT(ctx);
- ASSERT(ctx->Array.Vertex.Enabled
- || (ctx->VertexProgram._Enabled && ctx->Array.VertexAttrib[0].Enabled));
- ac->Raw.Vertex = ctx->Array.Vertex;
+ ASSERT(ctx->Array.ArrayObj->Vertex.Enabled
+ || (ctx->VertexProgram._Enabled && ctx->Array.ArrayObj->VertexAttrib[0].Enabled));
+ ac->Raw.Vertex = ctx->Array.ArrayObj->Vertex;
STRIDE_ARRAY(ac->Raw.Vertex, ac->start);
ac->IsCached.Vertex = GL_FALSE;
ac->NewArrayState &= ~_NEW_ARRAY_VERTEX;
@@ -87,8 +87,8 @@ reset_normal( GLcontext *ctx )
{
ACcontext *ac = AC_CONTEXT(ctx);
- if (ctx->Array.Normal.Enabled) {
- ac->Raw.Normal = ctx->Array.Normal;
+ if (ctx->Array.ArrayObj->Normal.Enabled) {
+ ac->Raw.Normal = ctx->Array.ArrayObj->Normal;
STRIDE_ARRAY(ac->Raw.Normal, ac->start);
}
else {
@@ -105,8 +105,8 @@ reset_color( GLcontext *ctx )
{
ACcontext *ac = AC_CONTEXT(ctx);
- if (ctx->Array.Color.Enabled) {
- ac->Raw.Color = ctx->Array.Color;
+ if (ctx->Array.ArrayObj->Color.Enabled) {
+ ac->Raw.Color = ctx->Array.ArrayObj->Color;
STRIDE_ARRAY(ac->Raw.Color, ac->start);
}
else
@@ -122,8 +122,8 @@ reset_secondarycolor( GLcontext *ctx )
{
ACcontext *ac = AC_CONTEXT(ctx);
- if (ctx->Array.SecondaryColor.Enabled) {
- ac->Raw.SecondaryColor = ctx->Array.SecondaryColor;
+ if (ctx->Array.ArrayObj->SecondaryColor.Enabled) {
+ ac->Raw.SecondaryColor = ctx->Array.ArrayObj->SecondaryColor;
STRIDE_ARRAY(ac->Raw.SecondaryColor, ac->start);
}
else
@@ -139,8 +139,8 @@ reset_index( GLcontext *ctx )
{
ACcontext *ac = AC_CONTEXT(ctx);
- if (ctx->Array.Index.Enabled) {
- ac->Raw.Index = ctx->Array.Index;
+ if (ctx->Array.ArrayObj->Index.Enabled) {
+ ac->Raw.Index = ctx->Array.ArrayObj->Index;
STRIDE_ARRAY(ac->Raw.Index, ac->start);
}
else
@@ -156,8 +156,8 @@ reset_fogcoord( GLcontext *ctx )
{
ACcontext *ac = AC_CONTEXT(ctx);
- if (ctx->Array.FogCoord.Enabled) {
- ac->Raw.FogCoord = ctx->Array.FogCoord;
+ if (ctx->Array.ArrayObj->FogCoord.Enabled) {
+ ac->Raw.FogCoord = ctx->Array.ArrayObj->FogCoord;
STRIDE_ARRAY(ac->Raw.FogCoord, ac->start);
}
else
@@ -173,8 +173,8 @@ reset_edgeflag( GLcontext *ctx )
{
ACcontext *ac = AC_CONTEXT(ctx);
- if (ctx->Array.EdgeFlag.Enabled) {
- ac->Raw.EdgeFlag = ctx->Array.EdgeFlag;
+ if (ctx->Array.ArrayObj->EdgeFlag.Enabled) {
+ ac->Raw.EdgeFlag = ctx->Array.ArrayObj->EdgeFlag;
STRIDE_ARRAY(ac->Raw.EdgeFlag, ac->start);
}
else
@@ -190,8 +190,8 @@ reset_attrib( GLcontext *ctx, GLuint index )
{
ACcontext *ac = AC_CONTEXT(ctx);
- if (ctx->Array.VertexAttrib[index].Enabled) {
- ac->Raw.Attrib[index] = ctx->Array.VertexAttrib[index];
+ if (ctx->Array.ArrayObj->VertexAttrib[index].Enabled) {
+ ac->Raw.Attrib[index] = ctx->Array.ArrayObj->VertexAttrib[index];
STRIDE_ARRAY(ac->Raw.Attrib[index], ac->start);
}
else
@@ -831,7 +831,7 @@ _ac_import_range( GLcontext *ctx, GLuint start, GLuint count )
* the whole locked range always be dealt with, otherwise hard to
* maintain cached data in the face of clipping.
*/
- ac->NewArrayState |= ~ctx->Array._Enabled;
+ ac->NewArrayState |= ~ctx->Array.ArrayObj->_Enabled;
ac->start = ctx->Array.LockFirst;
ac->count = ctx->Array.LockCount;
ASSERT(ac->start == start); /* hmm? */