diff options
Diffstat (limited to 'src')
| -rw-r--r-- | src/mesa/main/api_arrayelt.c | 979 | 
1 files changed, 646 insertions, 333 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) +/* GL_BYTE attributes */ + +static void VertexAttrib1Nbv(GLuint index, const GLbyte *v)  { -   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"); -   } +   _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) +static void VertexAttrib1bv(GLuint index, const GLbyte *v)  { -   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"); -   } +      _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) +static void VertexAttrib2Nbv(GLuint index, const GLbyte *v)  { -   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"); -   } +   _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) +static void VertexAttrib3Nbv(GLuint index, const GLbyte *v)  { -   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"); -   } +   _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) +static void VertexAttrib3bv(GLuint index, const GLbyte *v)  { -   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"); -   } +   _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) +static void VertexAttrib4Nbv(GLuint index, const GLbyte *v)  { -   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"); -   } +   _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) +static void VertexAttrib4bv(GLuint index, const GLbyte *v)  { -   (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"); -   } +   _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) +/* GL_UNSIGNED_BYTE attributes */ + +static void VertexAttrib1Nubv(GLuint index, const GLubyte *v)  { -   (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"); -   } +   _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 */; +         } +      } + +      /* 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)]; +         } -      /* if array's enabled, add it to the list */ -      if (array && array->Enabled) { -         at->array = array; -         at->func = attribfuncs[TYPE_IDX(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 ); -   }  } | 
