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path: root/src/mesa/vbo/vbo_save_draw.c
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Diffstat (limited to 'src/mesa/vbo/vbo_save_draw.c')
-rw-r--r--src/mesa/vbo/vbo_save_draw.c52
1 files changed, 43 insertions, 9 deletions
diff --git a/src/mesa/vbo/vbo_save_draw.c b/src/mesa/vbo/vbo_save_draw.c
index ed82f09958..617c5a77ba 100644
--- a/src/mesa/vbo/vbo_save_draw.c
+++ b/src/mesa/vbo/vbo_save_draw.c
@@ -64,18 +64,26 @@ static void _playback_copy_to_current( GLcontext *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];
- COPY_CLEAN_4V(current,
- node->attrsz[i],
- data);
+ COPY_CLEAN_4V(tmp,
+ node->attrsz[i],
+ data);
+
+ if (memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0)
+ {
+ memcpy(current, tmp, 4 * sizeof(GLfloat));
- vbo->currval[i].Size = node->attrsz[i];
+ vbo->currval[i].Size = node->attrsz[i];
- data += node->attrsz[i];
+ if (i >= VBO_ATTRIB_FIRST_MATERIAL &&
+ i <= VBO_ATTRIB_LAST_MATERIAL)
+ ctx->NewState |= _NEW_LIGHT;
+
+ ctx->NewState |= _NEW_CURRENT_ATTRIB;
+ }
- if (i >= VBO_ATTRIB_FIRST_MATERIAL &&
- i <= VBO_ATTRIB_LAST_MATERIAL)
- ctx->NewState |= _NEW_LIGHT;
+ data += node->attrsz[i];
}
}
@@ -110,6 +118,10 @@ static void vbo_bind_vertex_list( GLcontext *ctx,
GLuint data = node->buffer_offset;
const GLuint *map;
GLuint attr;
+ GLubyte node_attrsz[VBO_ATTRIB_MAX]; /* copy of node->attrsz[] */
+ GLbitfield varying_inputs = 0x0;
+
+ memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz));
/* Install the default (ie Current) attributes first, then overlay
* all active ones.
@@ -135,13 +147,26 @@ static void vbo_bind_vertex_list( GLcontext *ctx,
save->inputs[attr + 16] = &vbo->generic_currval[attr];
}
map = vbo->map_vp_arb;
+
+ /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read.
+ * In that case we effectively need to route the data from
+ * glVertexAttrib(0, val) calls to feed into the GENERIC0 input.
+ */
+ if ((ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_POS) == 0 &&
+ (ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) {
+ save->inputs[16] = save->inputs[0];
+ node_attrsz[16] = node_attrsz[0];
+ node_attrsz[0] = 0;
+ }
break;
+ default:
+ assert(0);
}
for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
GLuint src = map[attr];
- if (node->attrsz[src]) {
+ if (node_attrsz[src]) {
/* override the default array set above */
save->inputs[attr] = &arrays[attr];
@@ -150,6 +175,7 @@ static void vbo_bind_vertex_list( GLcontext *ctx,
arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat);
arrays[attr].Stride = node->vertex_size * sizeof(GLfloat);
arrays[attr].Type = GL_FLOAT;
+ arrays[attr].Format = GL_RGBA;
arrays[attr].Enabled = 1;
_mesa_reference_buffer_object(ctx,
&arrays[attr].BufferObj,
@@ -159,8 +185,11 @@ static void vbo_bind_vertex_list( GLcontext *ctx,
assert(arrays[attr].BufferObj->Name);
data += node->attrsz[src] * sizeof(GLfloat);
+ varying_inputs |= 1<<attr;
}
}
+
+ _mesa_set_varying_vp_inputs( ctx, varying_inputs );
}
static void vbo_save_loopback_vertex_list( GLcontext *ctx,
@@ -229,6 +258,11 @@ void vbo_save_playback_vertex_list( GLcontext *ctx, void *data )
vbo_bind_vertex_list( ctx, node );
+ /* Again...
+ */
+ if (ctx->NewState)
+ _mesa_update_state( ctx );
+
vbo_context(ctx)->draw_prims( ctx,
save->inputs,
node->prim,