From 14ec34d64733478b773190cb62be37b7b2871a7f Mon Sep 17 00:00:00 2001 From: Keith Whitwell Date: Wed, 6 Sep 2006 18:30:00 +0000 Subject: Simplify the immediate and displaylist code. Treat VertexAttrib*ARB as non-aliasing and cope with the >32 attributes that result, taking materials into account. --- src/mesa/drivers/dri/i965/brw_save_api.c | 674 +++---------------------------- 1 file changed, 51 insertions(+), 623 deletions(-) (limited to 'src/mesa/drivers/dri/i965/brw_save_api.c') diff --git a/src/mesa/drivers/dri/i965/brw_save_api.c b/src/mesa/drivers/dri/i965/brw_save_api.c index 90ccd0a226..9c0e4af48a 100644 --- a/src/mesa/drivers/dri/i965/brw_save_api.c +++ b/src/mesa/drivers/dri/i965/brw_save_api.c @@ -563,32 +563,20 @@ static void _save_upgrade_vertex( GLcontext *ctx, } } - - - -/* Helper function for 'CHOOSE' macro. Do what's necessary when an - * entrypoint is called for the first time. - */ -static void do_choose( GLuint attr, GLuint sz, - void (*attr_func)( const GLfloat *), - void (*choose1)( const GLfloat *), - void (*choose2)( const GLfloat *), - void (*choose3)( const GLfloat *), - void (*choose4)( const GLfloat *), - const GLfloat *v ) -{ - GET_CURRENT_CONTEXT( ctx ); +static void save_fixup_vertex( GLcontext *ctx, GLuint attr, GLuint sz ) +{ struct brw_save_context *save = IMM_CONTEXT(ctx)->save; - static GLfloat id[4] = { 0, 0, 0, 1 }; - int i; - if (save->attrsz[attr] < sz) { + if (sz > save->attrsz[attr]) { /* New size is larger. Need to flush existing vertices and get * an enlarged vertex format. */ _save_upgrade_vertex( ctx, attr, sz ); } - else { + else if (sz < save->active_sz[attr]) { + static GLfloat id[4] = { 0, 0, 0, 1 }; + GLuint i; + /* New size is equal or smaller - just need to fill in some * zeros. */ @@ -596,624 +584,64 @@ static void do_choose( GLuint attr, GLuint sz, save->attrptr[attr][i-1] = id[i-1]; } - /* Reset any active pointers for this attribute - */ - save->tabfv[attr][0] = choose1; - save->tabfv[attr][1] = choose2; - save->tabfv[attr][2] = choose3; - save->tabfv[attr][3] = choose4; + save->active_sz[attr] = sz; +} - /* Update the secondary dispatch table with the new function - */ - save->tabfv[attr][sz-1] = attr_func; +static void _save_reset_vertex( GLcontext *ctx ) +{ + struct brw_save_context *save = IMM_CONTEXT(ctx)->save; + GLuint i; - (*attr_func)(v); + for (i = 0 ; i < BRW_ATTRIB_MAX ; i++) { + save->attrsz[i] = 0; + save->active_sz[i] = 0; + } + + save->vertex_size = 0; } +#define ERROR() _mesa_compile_error( ctx, GL_INVALID_ENUM, __FUNCTION__ ); + + /* Only one size for each attribute may be active at once. Eg. if * Color3f is installed/active, then Color4f may not be, even if the * vertex actually contains 4 color coordinates. This is because the * 3f version won't otherwise set color[3] to 1.0 -- this is the job * of the chooser function when switching between Color4f and Color3f. */ -#define ATTRFV( ATTR, N ) \ -static void save_choose_##ATTR##_##N( const GLfloat *v ); \ +#define ATTR( A, N, V0, V1, V2, V3 ) \ +do { \ + struct brw_save_context *save = IMM_CONTEXT(ctx)->save; \ \ -static void save_attrib_##ATTR##_##N( const GLfloat *v ) \ -{ \ - GET_CURRENT_CONTEXT( ctx ); \ - struct brw_save_context *save = IMM_CONTEXT(ctx)->save; \ + if (save->active_sz[A] != N) \ + save_fixup_vertex(ctx, A, N); \ \ - if ((ATTR) == 0) { \ - GLuint i; \ + { \ + GLfloat *dest = save->attrptr[A]; \ + if (N>0) dest[0] = V0; \ + if (N>1) dest[1] = V1; \ + if (N>2) dest[2] = V2; \ + if (N>3) dest[3] = V3; \ + } \ \ - if (N>0) save->vbptr[0] = v[0]; \ - if (N>1) save->vbptr[1] = v[1]; \ - if (N>2) save->vbptr[2] = v[2]; \ - if (N>3) save->vbptr[3] = v[3]; \ + if ((A) == 0) { \ + GLuint i; \ \ - for (i = N; i < save->vertex_size; i++) \ - save->vbptr[i] = save->vertex[i]; \ + for (i = 0; i < save->vertex_size; i++) \ + save->vbptr[i] = save->vertex[i]; \ \ - save->vbptr += save->vertex_size; \ + save->vbptr += save->vertex_size; \ \ - if (++save->vert_count >= save->max_vert) \ + if (++save->vert_count >= save->max_vert) \ _save_wrap_filled_vertex( ctx ); \ } \ - else { \ - GLfloat *dest = save->attrptr[ATTR]; \ - if (N>0) dest[0] = v[0]; \ - if (N>1) dest[1] = v[1]; \ - if (N>2) dest[2] = v[2]; \ - if (N>3) dest[3] = v[3]; \ - } \ -} - -#define CHOOSE( ATTR, N ) \ -static void save_choose_##ATTR##_##N( const GLfloat *v ) \ -{ \ - do_choose(ATTR, N, \ - save_attrib_##ATTR##_##N, \ - save_choose_##ATTR##_1, \ - save_choose_##ATTR##_2, \ - save_choose_##ATTR##_3, \ - save_choose_##ATTR##_4, \ - v ); \ -} - -#define INIT(ATTR) \ -static void save_init_##ATTR( struct brw_save_context *save ) \ -{ \ - save->tabfv[ATTR][0] = save_choose_##ATTR##_1; \ - save->tabfv[ATTR][1] = save_choose_##ATTR##_2; \ - save->tabfv[ATTR][2] = save_choose_##ATTR##_3; \ - save->tabfv[ATTR][3] = save_choose_##ATTR##_4; \ -} - -#define ATTRS( ATTRIB ) \ - ATTRFV( ATTRIB, 1 ) \ - ATTRFV( ATTRIB, 2 ) \ - ATTRFV( ATTRIB, 3 ) \ - ATTRFV( ATTRIB, 4 ) \ - CHOOSE( ATTRIB, 1 ) \ - CHOOSE( ATTRIB, 2 ) \ - CHOOSE( ATTRIB, 3 ) \ - CHOOSE( ATTRIB, 4 ) \ - INIT( ATTRIB ) \ - - -/* Generate a lot of functions. These are the actual worker - * functions, which are equivalent to those generated via codegen - * elsewhere. - */ -ATTRS( 0 ) -ATTRS( 1 ) -ATTRS( 2 ) -ATTRS( 3 ) -ATTRS( 4 ) -ATTRS( 5 ) -ATTRS( 6 ) -ATTRS( 7 ) -ATTRS( 8 ) -ATTRS( 9 ) -ATTRS( 10 ) -ATTRS( 11 ) -ATTRS( 12 ) -ATTRS( 13 ) -ATTRS( 14 ) -ATTRS( 15 ) - - -static void _save_reset_vertex( GLcontext *ctx ) -{ - struct brw_save_context *save = IMM_CONTEXT(ctx)->save; - GLuint i; - - save_init_0( save ); - save_init_1( save ); - save_init_2( save ); - save_init_3( save ); - save_init_4( save ); - save_init_5( save ); - save_init_6( save ); - save_init_7( save ); - save_init_8( save ); - save_init_9( save ); - save_init_10( save ); - save_init_11( save ); - save_init_12( save ); - save_init_13( save ); - save_init_14( save ); - save_init_15( save ); - - for (i = 0 ; i < BRW_ATTRIB_MAX ; i++) - save->attrsz[i] = 0; - - save->vertex_size = 0; -} - - - -/* Cope with aliasing of classic Vertex, Normal, etc. and the fan-out - * of glMultTexCoord and glProgramParamterNV by routing all these - * through a second level dispatch table. - */ -#define DISPATCH_ATTRFV( ATTR, COUNT, P ) \ -do { \ - GET_CURRENT_CONTEXT( ctx ); \ - struct brw_save_context *save = IMM_CONTEXT(ctx)->save; \ - save->tabfv[ATTR][COUNT-1]( P ); \ -} while (0) - -#define DISPATCH_ATTR1FV( ATTR, V ) DISPATCH_ATTRFV( ATTR, 1, V ) -#define DISPATCH_ATTR2FV( ATTR, V ) DISPATCH_ATTRFV( ATTR, 2, V ) -#define DISPATCH_ATTR3FV( ATTR, V ) DISPATCH_ATTRFV( ATTR, 3, V ) -#define DISPATCH_ATTR4FV( ATTR, V ) DISPATCH_ATTRFV( ATTR, 4, V ) - -#define DISPATCH_ATTR1F( ATTR, S ) DISPATCH_ATTRFV( ATTR, 1, &(S) ) - -#if defined(USE_X86_ASM) && 0 /* will break register calling convention */ -/* Naughty cheat: - */ -#define DISPATCH_ATTR2F( ATTR, S,T ) DISPATCH_ATTRFV( ATTR, 2, &(S) ) -#define DISPATCH_ATTR3F( ATTR, S,T,R ) DISPATCH_ATTRFV( ATTR, 3, &(S) ) -#define DISPATCH_ATTR4F( ATTR, S,T,R,Q ) DISPATCH_ATTRFV( ATTR, 4, &(S) ) -#else -/* Safe: - */ -#define DISPATCH_ATTR2F( ATTR, S,T ) \ -do { \ - GLfloat v[2]; \ - v[0] = S; v[1] = T; \ - DISPATCH_ATTR2FV( ATTR, v ); \ } while (0) -#define DISPATCH_ATTR3F( ATTR, S,T,R ) \ -do { \ - GLfloat v[3]; \ - v[0] = S; v[1] = T; v[2] = R; \ - DISPATCH_ATTR3FV( ATTR, v ); \ -} while (0) -#define DISPATCH_ATTR4F( ATTR, S,T,R,Q ) \ -do { \ - GLfloat v[4]; \ - v[0] = S; v[1] = T; v[2] = R; v[3] = Q; \ - DISPATCH_ATTR4FV( ATTR, v ); \ -} while (0) -#endif - - -static void enum_error( void ) -{ - GET_CURRENT_CONTEXT( ctx ); - _mesa_compile_error( ctx, GL_INVALID_ENUM, "glVertexAttrib" ); -} - -static void GLAPIENTRY _save_Vertex2f( GLfloat x, GLfloat y ) -{ - DISPATCH_ATTR2F( BRW_ATTRIB_POS, x, y ); -} - -static void GLAPIENTRY _save_Vertex2fv( const GLfloat *v ) -{ - DISPATCH_ATTR2FV( BRW_ATTRIB_POS, v ); -} - -static void GLAPIENTRY _save_Vertex3f( GLfloat x, GLfloat y, GLfloat z ) -{ - DISPATCH_ATTR3F( BRW_ATTRIB_POS, x, y, z ); -} - -static void GLAPIENTRY _save_Vertex3fv( const GLfloat *v ) -{ - DISPATCH_ATTR3FV( BRW_ATTRIB_POS, v ); -} - -static void GLAPIENTRY _save_Vertex4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w ) -{ - DISPATCH_ATTR4F( BRW_ATTRIB_POS, x, y, z, w ); -} - -static void GLAPIENTRY _save_Vertex4fv( const GLfloat *v ) -{ - DISPATCH_ATTR4FV( BRW_ATTRIB_POS, v ); -} - -static void GLAPIENTRY _save_TexCoord1f( GLfloat x ) -{ - DISPATCH_ATTR1F( BRW_ATTRIB_TEX0, x ); -} - -static void GLAPIENTRY _save_TexCoord1fv( const GLfloat *v ) -{ - DISPATCH_ATTR1FV( BRW_ATTRIB_TEX0, v ); -} - -static void GLAPIENTRY _save_TexCoord2f( GLfloat x, GLfloat y ) -{ - DISPATCH_ATTR2F( BRW_ATTRIB_TEX0, x, y ); -} - -static void GLAPIENTRY _save_TexCoord2fv( const GLfloat *v ) -{ - DISPATCH_ATTR2FV( BRW_ATTRIB_TEX0, v ); -} - -static void GLAPIENTRY _save_TexCoord3f( GLfloat x, GLfloat y, GLfloat z ) -{ - DISPATCH_ATTR3F( BRW_ATTRIB_TEX0, x, y, z ); -} - -static void GLAPIENTRY _save_TexCoord3fv( const GLfloat *v ) -{ - DISPATCH_ATTR3FV( BRW_ATTRIB_TEX0, v ); -} - -static void GLAPIENTRY _save_TexCoord4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w ) -{ - DISPATCH_ATTR4F( BRW_ATTRIB_TEX0, x, y, z, w ); -} - -static void GLAPIENTRY _save_TexCoord4fv( const GLfloat *v ) -{ - DISPATCH_ATTR4FV( BRW_ATTRIB_TEX0, v ); -} - -static void GLAPIENTRY _save_Normal3f( GLfloat x, GLfloat y, GLfloat z ) -{ - DISPATCH_ATTR3F( BRW_ATTRIB_NORMAL, x, y, z ); -} -static void GLAPIENTRY _save_Normal3fv( const GLfloat *v ) -{ - DISPATCH_ATTR3FV( BRW_ATTRIB_NORMAL, v ); -} - -static void GLAPIENTRY _save_FogCoordfEXT( GLfloat x ) -{ - DISPATCH_ATTR1F( BRW_ATTRIB_FOG, x ); -} +#define TAG(x) _save_##x -static void GLAPIENTRY _save_FogCoordfvEXT( const GLfloat *v ) -{ - DISPATCH_ATTR1FV( BRW_ATTRIB_FOG, v ); -} - -static void GLAPIENTRY _save_Color3f( GLfloat x, GLfloat y, GLfloat z ) -{ - DISPATCH_ATTR3F( BRW_ATTRIB_COLOR0, x, y, z ); -} - -static void GLAPIENTRY _save_Color3fv( const GLfloat *v ) -{ - DISPATCH_ATTR3FV( BRW_ATTRIB_COLOR0, v ); -} - -static void GLAPIENTRY _save_Color4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w ) -{ - DISPATCH_ATTR4F( BRW_ATTRIB_COLOR0, x, y, z, w ); -} - -static void GLAPIENTRY _save_Color4fv( const GLfloat *v ) -{ - DISPATCH_ATTR4FV( BRW_ATTRIB_COLOR0, v ); -} - -static void GLAPIENTRY _save_SecondaryColor3fEXT( GLfloat x, GLfloat y, GLfloat z ) -{ - DISPATCH_ATTR3F( BRW_ATTRIB_COLOR1, x, y, z ); -} - -static void GLAPIENTRY _save_SecondaryColor3fvEXT( const GLfloat *v ) -{ - DISPATCH_ATTR3FV( BRW_ATTRIB_COLOR1, v ); -} - -static void GLAPIENTRY _save_MultiTexCoord1f( GLenum target, GLfloat x ) -{ - GLuint attr = (target & 0x7) + BRW_ATTRIB_TEX0; - DISPATCH_ATTR1F( attr, x ); -} - -static void GLAPIENTRY _save_MultiTexCoord1fv( GLenum target, const GLfloat *v ) -{ - GLuint attr = (target & 0x7) + BRW_ATTRIB_TEX0; - DISPATCH_ATTR1FV( attr, v ); -} - -static void GLAPIENTRY _save_MultiTexCoord2f( GLenum target, GLfloat x, GLfloat y ) -{ - GLuint attr = (target & 0x7) + BRW_ATTRIB_TEX0; - DISPATCH_ATTR2F( attr, x, y ); -} - -static void GLAPIENTRY _save_MultiTexCoord2fv( GLenum target, const GLfloat *v ) -{ - GLuint attr = (target & 0x7) + BRW_ATTRIB_TEX0; - DISPATCH_ATTR2FV( attr, v ); -} - -static void GLAPIENTRY _save_MultiTexCoord3f( GLenum target, GLfloat x, GLfloat y, - GLfloat z) -{ - GLuint attr = (target & 0x7) + BRW_ATTRIB_TEX0; - DISPATCH_ATTR3F( attr, x, y, z ); -} - -static void GLAPIENTRY _save_MultiTexCoord3fv( GLenum target, const GLfloat *v ) -{ - GLuint attr = (target & 0x7) + BRW_ATTRIB_TEX0; - DISPATCH_ATTR3FV( attr, v ); -} - -static void GLAPIENTRY _save_MultiTexCoord4f( GLenum target, GLfloat x, GLfloat y, - GLfloat z, GLfloat w ) -{ - GLuint attr = (target & 0x7) + BRW_ATTRIB_TEX0; - DISPATCH_ATTR4F( attr, x, y, z, w ); -} - -static void GLAPIENTRY _save_MultiTexCoord4fv( GLenum target, const GLfloat *v ) -{ - GLuint attr = (target & 0x7) + BRW_ATTRIB_TEX0; - DISPATCH_ATTR4FV( attr, v ); -} - -static void GLAPIENTRY _save_VertexAttrib1fNV( GLuint index, GLfloat x ) -{ - if (index < BRW_ATTRIB_FIRST_MATERIAL) - DISPATCH_ATTR1F( index, x ); - else - enum_error(); -} - -static void GLAPIENTRY _save_VertexAttrib1fvNV( GLuint index, const GLfloat *v ) -{ - if (index < BRW_ATTRIB_FIRST_MATERIAL) - DISPATCH_ATTR1FV( index, v ); - else - enum_error(); -} - -static void GLAPIENTRY _save_VertexAttrib2fNV( GLuint index, GLfloat x, GLfloat y ) -{ - if (index < BRW_ATTRIB_FIRST_MATERIAL) - DISPATCH_ATTR2F( index, x, y ); - else - enum_error(); -} - -static void GLAPIENTRY _save_VertexAttrib2fvNV( GLuint index, const GLfloat *v ) -{ - if (index < BRW_ATTRIB_FIRST_MATERIAL) - DISPATCH_ATTR2FV( index, v ); - else - enum_error(); -} - -static void GLAPIENTRY _save_VertexAttrib3fNV( GLuint index, GLfloat x, GLfloat y, - GLfloat z ) -{ - if (index < BRW_ATTRIB_FIRST_MATERIAL) - DISPATCH_ATTR3F( index, x, y, z ); - else - enum_error(); -} - -static void GLAPIENTRY _save_VertexAttrib3fvNV( GLuint index, const GLfloat *v ) -{ - if (index < BRW_ATTRIB_FIRST_MATERIAL) - DISPATCH_ATTR3FV( index, v ); - else - enum_error(); -} - -static void GLAPIENTRY _save_VertexAttrib4fNV( GLuint index, GLfloat x, GLfloat y, - GLfloat z, GLfloat w ) -{ - if (index < BRW_ATTRIB_FIRST_MATERIAL) - DISPATCH_ATTR4F( index, x, y, z, w ); - else - enum_error(); -} - -static void GLAPIENTRY _save_VertexAttrib4fvNV( GLuint index, const GLfloat *v ) -{ - if (index < BRW_ATTRIB_FIRST_MATERIAL) - DISPATCH_ATTR4FV( index, v ); - else - enum_error(); -} - - -static void GLAPIENTRY -_save_VertexAttrib1fARB( GLuint index, GLfloat x ) -{ - if (index < BRW_ATTRIB_FIRST_MATERIAL) - DISPATCH_ATTR1F( index, x ); - else - enum_error(); -} - -static void GLAPIENTRY -_save_VertexAttrib1fvARB( GLuint index, const GLfloat *v ) -{ - if (index < BRW_ATTRIB_FIRST_MATERIAL) - DISPATCH_ATTR1FV( index, v ); - else - enum_error(); -} - -static void GLAPIENTRY -_save_VertexAttrib2fARB( GLuint index, GLfloat x, GLfloat y ) -{ - if (index < BRW_ATTRIB_FIRST_MATERIAL) - DISPATCH_ATTR2F( index, x, y ); - else - enum_error(); -} - -static void GLAPIENTRY -_save_VertexAttrib2fvARB( GLuint index, const GLfloat *v ) -{ - if (index < BRW_ATTRIB_FIRST_MATERIAL) - DISPATCH_ATTR2FV( index, v ); - else - enum_error(); -} - -static void GLAPIENTRY -_save_VertexAttrib3fARB( GLuint index, GLfloat x, GLfloat y, GLfloat z ) -{ - if (index < BRW_ATTRIB_FIRST_MATERIAL) - DISPATCH_ATTR3F( index, x, y, z ); - else - enum_error(); -} - -static void GLAPIENTRY -_save_VertexAttrib3fvARB( GLuint index, const GLfloat *v ) -{ - if (index < BRW_ATTRIB_FIRST_MATERIAL) - DISPATCH_ATTR3FV( index, v ); - else - enum_error(); -} - -static void GLAPIENTRY -_save_VertexAttrib4fARB( GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w ) -{ - if (index < BRW_ATTRIB_FIRST_MATERIAL) - DISPATCH_ATTR4F( index, x, y, z, w ); - else - enum_error(); -} - -static void GLAPIENTRY -_save_VertexAttrib4fvARB( GLuint index, const GLfloat *v ) -{ - if (index < BRW_ATTRIB_FIRST_MATERIAL) - DISPATCH_ATTR4FV( index, v ); - else - enum_error(); -} - - -/* Materials: - * - * These are treated as per-vertex attributes, at indices above where - * the NV_vertex_program leaves off. There are a lot of good things - * about treating materials this way. - * - * However: I don't want to double the number of generated functions - * just to cope with this, so I unroll the 'C' varients of CHOOSE and - * ATTRF into this function, and dispense with codegen and - * second-level dispatch. - * - * There is no aliasing of material attributes with other entrypoints. - */ -#define MAT_ATTR( A, N, params ) \ -do { \ - if (save->attrsz[A] < N) { \ - _save_upgrade_vertex( ctx, A, N ); \ - } \ - \ - { \ - GLfloat *dest = save->attrptr[A]; \ - if (N>0) dest[0] = params[0]; \ - if (N>1) dest[1] = params[1]; \ - if (N>2) dest[2] = params[2]; \ - if (N>3) dest[3] = params[3]; \ - } \ -} while (0) - - -#define MAT( ATTR, N, face, params ) \ -do { \ - if (face != GL_BACK) \ - MAT_ATTR( ATTR, N, params ); /* front */ \ - if (face != GL_FRONT) \ - MAT_ATTR( ATTR + 1, N, params ); /* back */ \ -} while (0) - - -/* NOTE: Have to remove/deal-with colormaterial crossovers, probably - * later on - in the meantime just store everything. - */ -static void GLAPIENTRY _save_Materialfv( GLenum face, GLenum pname, - const GLfloat *params ) -{ - GET_CURRENT_CONTEXT( ctx ); - struct brw_save_context *save = IMM_CONTEXT(ctx)->save; - - switch (pname) { - case GL_EMISSION: - MAT( BRW_ATTRIB_MAT_FRONT_EMISSION, 4, face, params ); - break; - case GL_AMBIENT: - MAT( BRW_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params ); - break; - case GL_DIFFUSE: - MAT( BRW_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params ); - break; - case GL_SPECULAR: - MAT( BRW_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params ); - break; - case GL_SHININESS: - MAT( BRW_ATTRIB_MAT_FRONT_SHININESS, 1, face, params ); - break; - case GL_COLOR_INDEXES: - MAT( BRW_ATTRIB_MAT_FRONT_INDEXES, 3, face, params ); - break; - case GL_AMBIENT_AND_DIFFUSE: - MAT( BRW_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params ); - MAT( BRW_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params ); - break; - default: - _mesa_compile_error( ctx, GL_INVALID_ENUM, "glMaterialfv" ); - return; - } -} - - -#define IDX_ATTR( A, IDX ) \ -do { \ - GET_CURRENT_CONTEXT( ctx ); \ - struct brw_save_context *save = IMM_CONTEXT(ctx)->save; \ - \ - if (save->attrsz[A] < 1) { \ - _save_upgrade_vertex( ctx, A, 1 ); \ - } \ - \ - { \ - GLfloat *dest = save->attrptr[A]; \ - dest[0] = IDX; \ - } \ -} while (0) - - -static void GLAPIENTRY _save_EdgeFlag( GLboolean b ) -{ - IDX_ATTR( BRW_ATTRIB_EDGEFLAG, (GLfloat)b ); -} - -#if 0 -static void GLAPIENTRY _save_EdgeFlagv( const GLboolean *v ) -{ - IDX_ATTR( BRW_ATTRIB_EDGEFLAG, (GLfloat)(v[0]) ); -} -#endif - -static void GLAPIENTRY _save_Indexf( GLfloat f ) -{ - IDX_ATTR( BRW_ATTRIB_INDEX, f ); -} - -static void GLAPIENTRY _save_Indexfv( const GLfloat *f ) -{ - IDX_ATTR( BRW_ATTRIB_INDEX, f[0] ); -} +#include "brw_attrib_tmp.h" @@ -1496,7 +924,6 @@ static void _save_vtxfmt_init( GLcontext *ctx ) vfmt->Color4f = _save_Color4f; vfmt->Color4fv = _save_Color4fv; vfmt->EdgeFlag = _save_EdgeFlag; -/* vfmt->EdgeFlagv = _save_EdgeFlagv; */ vfmt->End = _save_End; vfmt->FogCoordfEXT = _save_FogCoordfEXT; vfmt->FogCoordfvEXT = _save_FogCoordfvEXT; @@ -1529,14 +956,6 @@ static void _save_vtxfmt_init( GLcontext *ctx ) vfmt->Vertex3fv = _save_Vertex3fv; vfmt->Vertex4f = _save_Vertex4f; vfmt->Vertex4fv = _save_Vertex4fv; - vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV; - vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV; - vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV; - vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV; - vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV; - vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV; - vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV; - vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV; vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB; vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB; vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB; @@ -1545,6 +964,15 @@ static void _save_vtxfmt_init( GLcontext *ctx ) vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB; vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB; vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB; + + vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV; + vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV; + vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV; + vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV; + vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV; + vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV; + vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV; + vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV; /* This will all require us to fallback to saving the list as opcodes: */ -- cgit v1.2.3