/* * Mesa 3-D graphics library * Version: 6.5.1 * * Copyright (C) 1999-2006 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /** * This file implements the glArrayElement() function. * It involves looking at the format/type of all the enabled vertex arrays * and emitting a list of pointers to functions which set the per-vertex * state for the element/index. */ /* Author: * Keith Whitwell */ #include "glheader.h" #include "api_arrayelt.h" #include "bufferobj.h" #include "context.h" #include "imports.h" #include "macros.h" #include "mfeatures.h" #include "mtypes.h" #include "main/dispatch.h" typedef void (GLAPIENTRY *array_func)( const void * ); typedef struct { const struct gl_client_array *array; int offset; } AEarray; typedef void (GLAPIENTRY *attrib_func)( GLuint indx, const void *data ); typedef struct { const struct gl_client_array *array; attrib_func func; GLuint index; } AEattrib; typedef struct { AEarray arrays[32]; AEattrib attribs[VERT_ATTRIB_MAX + 1]; GLuint NewState; struct gl_buffer_object *vbo[VERT_ATTRIB_MAX]; GLuint nr_vbos; GLboolean mapped_vbos; } AEcontext; #define AE_CONTEXT(ctx) ((AEcontext *)(ctx)->aelt_context) /* * Convert GL_BYTE, GL_UNSIGNED_BYTE, .. GL_DOUBLE into an integer * in the range [0, 7]. Luckily these type tokens are sequentially * numbered in gl.h, except for GL_DOUBLE. */ #define TYPE_IDX(t) ( (t) == GL_DOUBLE ? 7 : (t) & 7 ) #define NUM_TYPES 8 #if FEATURE_arrayelt static const int ColorFuncs[2][NUM_TYPES] = { { _gloffset_Color3bv, _gloffset_Color3ubv, _gloffset_Color3sv, _gloffset_Color3usv, _gloffset_Color3iv, _gloffset_Color3uiv, _gloffset_Color3fv, _gloffset_Color3dv, }, { _gloffset_Color4bv, _gloffset_Color4ubv, _gloffset_Color4sv, _gloffset_Color4usv, _gloffset_Color4iv, _gloffset_Color4uiv, _gloffset_Color4fv, _gloffset_Color4dv, }, }; static const int VertexFuncs[3][NUM_TYPES] = { { -1, -1, _gloffset_Vertex2sv, -1, _gloffset_Vertex2iv, -1, _gloffset_Vertex2fv, _gloffset_Vertex2dv, }, { -1, -1, _gloffset_Vertex3sv, -1, _gloffset_Vertex3iv, -1, _gloffset_Vertex3fv, _gloffset_Vertex3dv, }, { -1, -1, _gloffset_Vertex4sv, -1, _gloffset_Vertex4iv, -1, _gloffset_Vertex4fv, _gloffset_Vertex4dv, }, }; static const int IndexFuncs[NUM_TYPES] = { -1, _gloffset_Indexubv, _gloffset_Indexsv, -1, _gloffset_Indexiv, -1, _gloffset_Indexfv, _gloffset_Indexdv, }; static const int NormalFuncs[NUM_TYPES] = { _gloffset_Normal3bv, -1, _gloffset_Normal3sv, -1, _gloffset_Normal3iv, -1, _gloffset_Normal3fv, _gloffset_Normal3dv, }; /* Note: _gloffset_* for these may not be a compile-time constant. */ static int SecondaryColorFuncs[NUM_TYPES]; static int FogCoordFuncs[NUM_TYPES]; /** ** GL_NV_vertex_program **/ /* GL_BYTE attributes */ static void VertexAttrib1NbvNV(GLuint index, const GLbyte *v) { CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, BYTE_TO_FLOAT(v[0]))); } static void VertexAttrib1bvNV(GLuint index, const GLbyte *v) { CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, (GLfloat)v[0])); } static void VertexAttrib2NbvNV(GLuint index, const GLbyte *v) { CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]))); } static void VertexAttrib2bvNV(GLuint index, const GLbyte *v) { CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1])); } static void VertexAttrib3NbvNV(GLuint index, const GLbyte *v) { CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]), BYTE_TO_FLOAT(v[2]))); } static void VertexAttrib3bvNV(GLuint index, const GLbyte *v) { CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2])); } static void VertexAttrib4NbvNV(GLuint index, const GLbyte *v) { CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]), BYTE_TO_FLOAT(v[2]), BYTE_TO_FLOAT(v[3]))); } static void VertexAttrib4bvNV(GLuint index, const GLbyte *v) { CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2], (GLfloat)v[3])); } /* GL_UNSIGNED_BYTE attributes */ static void VertexAttrib1NubvNV(GLuint index, const GLubyte *v) { CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, UBYTE_TO_FLOAT(v[0]))); } static void VertexAttrib1ubvNV(GLuint index, const GLubyte *v) { CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, (GLfloat)v[0])); } static void VertexAttrib2NubvNV(GLuint index, const GLubyte *v) { CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, UBYTE_TO_FLOAT(v[0]), UBYTE_TO_FLOAT(v[1]))); } static void VertexAttrib2ubvNV(GLuint index, const GLubyte *v) { CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1])); } static void VertexAttrib3NubvNV(GLuint index, const GLubyte *v) { CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, UBYTE_TO_FLOAT(v[0]), UBYTE_TO_FLOAT(v[1]), UBYTE_TO_FLOAT(v[2]))); } static void VertexAttrib3ubvNV(GLuint index, const GLubyte *v) { CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2])); } static void VertexAttrib4NubvNV(GLuint index, const GLubyte *v) { CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, UBYTE_TO_FLOAT(v[0]), UBYTE_TO_FLOAT(v[1]), UBYTE_TO_FLOAT(v[2]), UBYTE_TO_FLOAT(v[3]))); } static void VertexAttrib4ubvNV(GLuint index, const GLubyte *v) { CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2], (GLfloat)v[3])); } /* GL_SHORT attributes */ static void VertexAttrib1NsvNV(GLuint index, const GLshort *v) { CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, SHORT_TO_FLOAT(v[0]))); } static void VertexAttrib1svNV(GLuint index, const GLshort *v) { CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, (GLfloat)v[0])); } static void VertexAttrib2NsvNV(GLuint index, const GLshort *v) { CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]))); } static void VertexAttrib2svNV(GLuint index, const GLshort *v) { CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1])); } static void VertexAttrib3NsvNV(GLuint index, const GLshort *v) { CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]), SHORT_TO_FLOAT(v[2]))); } static void VertexAttrib3svNV(GLuint index, const GLshort *v) { CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2])); } static void VertexAttrib4NsvNV(GLuint index, const GLshort *v) { CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]), SHORT_TO_FLOAT(v[2]), SHORT_TO_FLOAT(v[3]))); } static void VertexAttrib4svNV(GLuint index, const GLshort *v) { CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2], (GLfloat)v[3])); } /* GL_UNSIGNED_SHORT attributes */ static void VertexAttrib1NusvNV(GLuint index, const GLushort *v) { CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, USHORT_TO_FLOAT(v[0]))); } static void VertexAttrib1usvNV(GLuint index, const GLushort *v) { CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, (GLfloat)v[0])); } static void VertexAttrib2NusvNV(GLuint index, const GLushort *v) { CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, USHORT_TO_FLOAT(v[0]), USHORT_TO_FLOAT(v[1]))); } static void VertexAttrib2usvNV(GLuint index, const GLushort *v) { CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1])); } static void VertexAttrib3NusvNV(GLuint index, const GLushort *v) { CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, USHORT_TO_FLOAT(v[0]), USHORT_TO_FLOAT(v[1]), USHORT_TO_FLOAT(v[2]))); } static void VertexAttrib3usvNV(GLuint index, const GLushort *v) { CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2])); } static void VertexAttrib4NusvNV(GLuint index, const GLushort *v) { CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, USHORT_TO_FLOAT(v[0]), USHORT_TO_FLOAT(v[1]), USHORT_TO_FLOAT(v[2]), USHORT_TO_FLOAT(v[3]))); } static void VertexAttrib4usvNV(GLuint index, const GLushort *v) { CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2], (GLfloat)v[3])); } /* GL_INT attributes */ static void VertexAttrib1NivNV(GLuint index, const GLint *v) { CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, INT_TO_FLOAT(v[0]))); } static void VertexAttrib1ivNV(GLuint index, const GLint *v) { CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, (GLfloat)v[0])); } static void VertexAttrib2NivNV(GLuint index, const GLint *v) { CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]))); } static void VertexAttrib2ivNV(GLuint index, const GLint *v) { CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1])); } static void VertexAttrib3NivNV(GLuint index, const GLint *v) { CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]), INT_TO_FLOAT(v[2]))); } static void VertexAttrib3ivNV(GLuint index, const GLint *v) { CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2])); } static void VertexAttrib4NivNV(GLuint index, const GLint *v) { CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]), INT_TO_FLOAT(v[2]), INT_TO_FLOAT(v[3]))); } static void VertexAttrib4ivNV(GLuint index, const GLint *v) { CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2], (GLfloat)v[3])); } /* GL_UNSIGNED_INT attributes */ static void VertexAttrib1NuivNV(GLuint index, const GLuint *v) { CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, UINT_TO_FLOAT(v[0]))); } static void VertexAttrib1uivNV(GLuint index, const GLuint *v) { CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, (GLfloat)v[0])); } static void VertexAttrib2NuivNV(GLuint index, const GLuint *v) { CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, UINT_TO_FLOAT(v[0]), UINT_TO_FLOAT(v[1]))); } static void VertexAttrib2uivNV(GLuint index, const GLuint *v) { CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1])); } static void VertexAttrib3NuivNV(GLuint index, const GLuint *v) { CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, UINT_TO_FLOAT(v[0]), UINT_TO_FLOAT(v[1]), UINT_TO_FLOAT(v[2]))); } static void VertexAttrib3uivNV(GLuint index, const GLuint *v) { CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2])); } static void VertexAttrib4NuivNV(GLuint index, const GLuint *v) { CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, UINT_TO_FLOAT(v[0]), UINT_TO_FLOAT(v[1]), UINT_TO_FLOAT(v[2]), UINT_TO_FLOAT(v[3]))); } static void VertexAttrib4uivNV(GLuint index, const GLuint *v) { CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2], (GLfloat)v[3])); } /* GL_FLOAT attributes */ static void VertexAttrib1fvNV(GLuint index, const GLfloat *v) { CALL_VertexAttrib1fvNV(GET_DISPATCH(), (index, v)); } static void VertexAttrib2fvNV(GLuint index, const GLfloat *v) { CALL_VertexAttrib2fvNV(GET_DISPATCH(), (index, v)); } static void VertexAttrib3fvNV(GLuint index, const GLfloat *v) { CALL_VertexAttrib3fvNV(GET_DISPATCH(), (index, v)); } static void VertexAttrib4fvNV(GLuint index, const GLfloat *v) { CALL_VertexAttrib4fvNV(GET_DISPATCH(), (index, v)); } /* GL_DOUBLE attributes */ static void VertexAttrib1dvNV(GLuint index, const GLdouble *v) { CALL_VertexAttrib1dvNV(GET_DISPATCH(), (index, v)); } static void VertexAttrib2dvNV(GLuint index, const GLdouble *v) { CALL_VertexAttrib2dvNV(GET_DISPATCH(), (index, v)); } static void VertexAttrib3dvNV(GLuint index, const GLdouble *v) { CALL_VertexAttrib3dvNV(GET_DISPATCH(), (index, v)); } static void VertexAttrib4dvNV(GLuint index, const GLdouble *v) { CALL_VertexAttrib4dvNV(GET_DISPATCH(), (index, v)); } /* * Array [size][type] of VertexAttrib functions */ static attrib_func AttribFuncsNV[2][4][NUM_TYPES] = { { /* non-normalized */ { /* size 1 */ (attrib_func) VertexAttrib1bvNV, (attrib_func) VertexAttrib1ubvNV, (attrib_func) VertexAttrib1svNV, (attrib_func) VertexAttrib1usvNV, (attrib_func) VertexAttrib1ivNV, (attrib_func) VertexAttrib1uivNV, (attrib_func) VertexAttrib1fvNV, (attrib_func) VertexAttrib1dvNV }, { /* size 2 */ (attrib_func) VertexAttrib2bvNV, (attrib_func) VertexAttrib2ubvNV, (attrib_func) VertexAttrib2svNV, (attrib_func) VertexAttrib2usvNV, (attrib_func) VertexAttrib2ivNV, (attrib_func) VertexAttrib2uivNV, (attrib_func) VertexAttrib2fvNV, (attrib_func) VertexAttrib2dvNV }, { /* size 3 */ (attrib_func) VertexAttrib3bvNV, (attrib_func) VertexAttrib3ubvNV, (attrib_func) VertexAttrib3svNV, (attrib_func) VertexAttrib3usvNV, (attrib_func) VertexAttrib3ivNV, (attrib_func) VertexAttrib3uivNV, (attrib_func) VertexAttrib3fvNV, (attrib_func) VertexAttrib3dvNV }, { /* size 4 */ (attrib_func) VertexAttrib4bvNV, (attrib_func) VertexAttrib4ubvNV, (attrib_func) VertexAttrib4svNV, (attrib_func) VertexAttrib4usvNV, (attrib_func) VertexAttrib4ivNV, (attrib_func) VertexAttrib4uivNV, (attrib_func) VertexAttrib4fvNV, (attrib_func) VertexAttrib4dvNV } }, { /* normalized (except for float/double) */ { /* size 1 */ (attrib_func) VertexAttrib1NbvNV, (attrib_func) VertexAttrib1NubvNV, (attrib_func) VertexAttrib1NsvNV, (attrib_func) VertexAttrib1NusvNV, (attrib_func) VertexAttrib1NivNV, (attrib_func) VertexAttrib1NuivNV, (attrib_func) VertexAttrib1fvNV, (attrib_func) VertexAttrib1dvNV }, { /* size 2 */ (attrib_func) VertexAttrib2NbvNV, (attrib_func) VertexAttrib2NubvNV, (attrib_func) VertexAttrib2NsvNV, (attrib_func) VertexAttrib2NusvNV, (attrib_func) VertexAttrib2NivNV, (attrib_func) VertexAttrib2NuivNV, (attrib_func) VertexAttrib2fvNV, (attrib_func) VertexAttrib2dvNV }, { /* size 3 */ (attrib_func) VertexAttrib3NbvNV, (attrib_func) VertexAttrib3NubvNV, (attrib_func) VertexAttrib3NsvNV, (attrib_func) VertexAttrib3NusvNV, (attrib_func) VertexAttrib3NivNV, (attrib_func) VertexAttrib3NuivNV, (attrib_func) VertexAttrib3fvNV, (attrib_func) VertexAttrib3dvNV }, { /* size 4 */ (attrib_func) VertexAttrib4NbvNV, (attrib_func) VertexAttrib4NubvNV, (attrib_func) VertexAttrib4NsvNV, (attrib_func) VertexAttrib4NusvNV, (attrib_func) VertexAttrib4NivNV, (attrib_func) VertexAttrib4NuivNV, (attrib_func) VertexAttrib4fvNV, (attrib_func) VertexAttrib4dvNV } } }; /** ** GL_ARB_vertex_program **/ /* GL_BYTE attributes */ static void VertexAttrib1NbvARB(GLuint index, const GLbyte *v) { CALL_VertexAttrib1fARB(GET_DISPATCH(), (index, BYTE_TO_FLOAT(v[0]))); } static void VertexAttrib1bvARB(GLuint index, const GLbyte *v) { CALL_VertexAttrib1fARB(GET_DISPATCH(), (index, (GLfloat)v[0])); } static void VertexAttrib2NbvARB(GLuint index, const GLbyte *v) { CALL_VertexAttrib2fARB(GET_DISPATCH(), (index, BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]))); } static void VertexAttrib2bvARB(GLuint index, const GLbyte *v) { CALL_VertexAttrib2fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1])); } static void VertexAttrib3NbvARB(GLuint index, const GLbyte *v) { CALL_VertexAttrib3fARB(GET_DISPATCH(), (index, BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]), BYTE_TO_FLOAT(v[2]))); } static void VertexAttrib3bvARB(GLuint index, const GLbyte *v) { CALL_VertexAttrib3fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2])); } static void VertexAttrib4NbvARB(GLuint index, const GLbyte *v) { CALL_VertexAttrib4fARB(GET_DISPATCH(), (index, BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]), BYTE_TO_FLOAT(v[2]), BYTE_TO_FLOAT(v[3]))); } static void VertexAttrib4bvARB(GLuint index, const GLbyte *v) { CALL_VertexAttrib4fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2], (GLfloat)v[3])); } /* GL_UNSIGNED_BYTE attributes */ static void VertexAttrib1NubvARB(GLuint index, const GLubyte *v) { CALL_VertexAttrib1fARB(GET_DISPATCH(), (index, UBYTE_TO_FLOAT(v[0]))); } static void VertexAttrib1ubvARB(GLuint index, const GLubyte *v) { CALL_VertexAttrib1fARB(GET_DISPATCH(), (index, (GLfloat)v[0])); } static void VertexAttrib2NubvARB(GLuint index, const GLubyte *v) { CALL_VertexAttrib2fARB(GET_DISPATCH(), (index, UBYTE_TO_FLOAT(v[0]), UBYTE_TO_FLOAT(v[1]))); } static void VertexAttrib2ubvARB(GLuint index, const GLubyte *v) { CALL_VertexAttrib2fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1])); } static void VertexAttrib3NubvARB(GLuint index, const GLubyte *v) { CALL_VertexAttrib3fARB(GET_DISPATCH(), (index, UBYTE_TO_FLOAT(v[0]), UBYTE_TO_FLOAT(v[1]), UBYTE_TO_FLOAT(v[2]))); } static void VertexAttrib3ubvARB(GLuint index, const GLubyte *v) { CALL_VertexAttrib3fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2])); } static void VertexAttrib4NubvARB(GLuint index, const GLubyte *v) { CALL_VertexAttrib4fARB(GET_DISPATCH(), (index, UBYTE_TO_FLOAT(v[0]), UBYTE_TO_FLOAT(v[1]), UBYTE_TO_FLOAT(v[2]), UBYTE_TO_FLOAT(v[3]))); } static void VertexAttrib4ubvARB(GLuint index, const GLubyte *v) { CALL_VertexAttrib4fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2], (GLfloat)v[3])); } /* GL_SHORT attributes */ static void VertexAttrib1NsvARB(GLuint index, const GLshort *v) { CALL_VertexAttrib1fARB(GET_DISPATCH(), (index, SHORT_TO_FLOAT(v[0]))); } static void VertexAttrib1svARB(GLuint index, const GLshort *v) { CALL_VertexAttrib1fARB(GET_DISPATCH(), (index, (GLfloat)v[0])); } static void VertexAttrib2NsvARB(GLuint index, const GLshort *v) { CALL_VertexAttrib2fARB(GET_DISPATCH(), (index, SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]))); } static void VertexAttrib2svARB(GLuint index, const GLshort *v) { CALL_VertexAttrib2fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1])); } static void VertexAttrib3NsvARB(GLuint index, const GLshort *v) { CALL_VertexAttrib3fARB(GET_DISPATCH(), (index, SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]), SHORT_TO_FLOAT(v[2]))); } static void VertexAttrib3svARB(GLuint index, const GLshort *v) { CALL_VertexAttrib3fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2])); } static void VertexAttrib4NsvARB(GLuint index, const GLshort *v) { CALL_VertexAttrib4fARB(GET_DISPATCH(), (index, SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]), SHORT_TO_FLOAT(v[2]), SHORT_TO_FLOAT(v[3]))); } static void VertexAttrib4svARB(GLuint index, const GLshort *v) { CALL_VertexAttrib4fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2], (GLfloat)v[3])); } /* GL_UNSIGNED_SHORT attributes */ static void VertexAttrib1NusvARB(GLuint index, const GLushort *v) { CALL_VertexAttrib1fARB(GET_DISPATCH(), (index, USHORT_TO_FLOAT(v[0]))); } static void VertexAttrib1usvARB(GLuint index, const GLushort *v) { CALL_VertexAttrib1fARB(GET_DISPATCH(), (index, (GLfloat)v[0])); } static void VertexAttrib2NusvARB(GLuint index, const GLushort *v) { CALL_VertexAttrib2fARB(GET_DISPATCH(), (index, USHORT_TO_FLOAT(v[0]), USHORT_TO_FLOAT(v[1]))); } static void VertexAttrib2usvARB(GLuint index, const GLushort *v) { CALL_VertexAttrib2fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1])); } static void VertexAttrib3NusvARB(GLuint index, const GLushort *v) { CALL_VertexAttrib3fARB(GET_DISPATCH(), (index, USHORT_TO_FLOAT(v[0]), USHORT_TO_FLOAT(v[1]), USHORT_TO_FLOAT(v[2]))); } static void VertexAttrib3usvARB(GLuint index, const GLushort *v) { CALL_VertexAttrib3fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2])); } static void VertexAttrib4NusvARB(GLuint index, const GLushort *v) { CALL_VertexAttrib4fARB(GET_DISPATCH(), (index, USHORT_TO_FLOAT(v[0]), USHORT_TO_FLOAT(v[1]), USHORT_TO_FLOAT(v[2]), USHORT_TO_FLOAT(v[3]))); } static void VertexAttrib4usvARB(GLuint index, const GLushort *v) { CALL_VertexAttrib4fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2], (GLfloat)v[3])); } /* GL_INT attributes */ static void VertexAttrib1NivARB(GLuint index, const GLint *v) { CALL_VertexAttrib1fARB(GET_DISPATCH(), (index, INT_TO_FLOAT(v[0]))); } static void VertexAttrib1ivARB(GLuint index, const GLint *v) { CALL_VertexAttrib1fARB(GET_DISPATCH(), (index, (GLfloat)v[0])); } static void VertexAttrib2NivARB(GLuint index, const GLint *v) { CALL_VertexAttrib2fARB(GET_DISPATCH(), (index, INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]))); } static void VertexAttrib2ivARB(GLuint index, const GLint *v) { CALL_VertexAttrib2fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1])); } static void VertexAttrib3NivARB(GLuint index, const GLint *v) { CALL_VertexAttrib3fARB(GET_DISPATCH(), (index, INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]), INT_TO_FLOAT(v[2]))); } static void VertexAttrib3ivARB(GLuint index, const GLint *v) { CALL_VertexAttrib3fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2])); } static void VertexAttrib4NivARB(GLuint index, const GLint *v) { CALL_VertexAttrib4fARB(GET_DISPATCH(), (index, INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]), INT_TO_FLOAT(v[2]), INT_TO_FLOAT(v[3]))); } static void VertexAttrib4ivARB(GLuint index, const GLint *v) { CALL_VertexAttrib4fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2], (GLfloat)v[3])); } /* GL_UNSIGNED_INT attributes */ static void VertexAttrib1NuivARB(GLuint index, const GLuint *v) { CALL_VertexAttrib1fARB(GET_DISPATCH(), (index, UINT_TO_FLOAT(v[0]))); } static void VertexAttrib1uivARB(GLuint index, const GLuint *v) { CALL_VertexAttrib1fARB(GET_DISPATCH(), (index, (GLfloat)v[0])); } static void VertexAttrib2NuivARB(GLuint index, const GLuint *v) { CALL_VertexAttrib2fARB(GET_DISPATCH(), (index, UINT_TO_FLOAT(v[0]), UINT_TO_FLOAT(v[1]))); } static void VertexAttrib2uivARB(GLuint index, const GLuint *v) { CALL_VertexAttrib2fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1])); } static void VertexAttrib3NuivARB(GLuint index, const GLuint *v) { CALL_VertexAttrib3fARB(GET_DISPATCH(), (index, UINT_TO_FLOAT(v[0]), UINT_TO_FLOAT(v[1]), UINT_TO_FLOAT(v[2]))); } static void VertexAttrib3uivARB(GLuint index, const GLuint *v) { CALL_VertexAttrib3fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2])); } static void VertexAttrib4NuivARB(GLuint index, const GLuint *v) { CALL_VertexAttrib4fARB(GET_DISPATCH(), (index, UINT_TO_FLOAT(v[0]), UINT_TO_FLOAT(v[1]), UINT_TO_FLOAT(v[2]), UINT_TO_FLOAT(v[3]))); } static void VertexAttrib4uivARB(GLuint index, const GLuint *v) { CALL_VertexAttrib4fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2], (GLfloat)v[3])); } /* GL_FLOAT attributes */ static void VertexAttrib1fvARB(GLuint index, const GLfloat *v) { CALL_VertexAttrib1fvARB(GET_DISPATCH(), (index, v)); } static void VertexAttrib2fvARB(GLuint index, const GLfloat *v) { CALL_VertexAttrib2fvARB(GET_DISPATCH(), (index, v)); } static void VertexAttrib3fvARB(GLuint index, const GLfloat *v) { CALL_VertexAttrib3fvARB(GET_DISPATCH(), (index, v)); } static void VertexAttrib4fvARB(GLuint index, const GLfloat *v) { CALL_VertexAttrib4fvARB(GET_DISPATCH(), (index, v)); } /* GL_DOUBLE attributes */ static void VertexAttrib1dvARB(GLuint index, const GLdouble *v) { CALL_VertexAttrib1dvARB(GET_DISPATCH(), (index, v)); } static void VertexAttrib2dvARB(GLuint index, const GLdouble *v) { CALL_VertexAttrib2dvARB(GET_DISPATCH(), (index, v)); } static void VertexAttrib3dvARB(GLuint index, const GLdouble *v) { CALL_VertexAttrib3dvARB(GET_DISPATCH(), (index, v)); } static void VertexAttrib4dvARB(GLuint index, const GLdouble *v) { CALL_VertexAttrib4dvARB(GET_DISPATCH(), (index, v)); } /** * Integer-valued attributes */ static void VertexAttribI1bv(GLuint index, const GLbyte *v) { CALL_VertexAttribI1iEXT(GET_DISPATCH(), (index, v[0])); } static void VertexAttribI2bv(GLuint index, const GLbyte *v) { CALL_VertexAttribI2iEXT(GET_DISPATCH(), (index, v[0], v[1])); } static void VertexAttribI3bv(GLuint index, const GLbyte *v) { CALL_VertexAttribI3iEXT(GET_DISPATCH(), (index, v[0], v[1], v[2])); } static void VertexAttribI4bv(GLuint index, const GLbyte *v) { CALL_VertexAttribI4bvEXT(GET_DISPATCH(), (index, v)); } static void VertexAttribI1ubv(GLuint index, const GLubyte *v) { CALL_VertexAttribI1uiEXT(GET_DISPATCH(), (index, v[0])); } static void VertexAttribI2ubv(GLuint index, const GLubyte *v) { CALL_VertexAttribI2uiEXT(GET_DISPATCH(), (index, v[0], v[1])); } static void VertexAttribI3ubv(GLuint index, const GLubyte *v) { CALL_VertexAttribI3uiEXT(GET_DISPATCH(), (index, v[0], v[1], v[2])); } static void VertexAttribI4ubv(GLuint index, const GLubyte *v) { CALL_VertexAttribI4ubvEXT(GET_DISPATCH(), (index, v)); } static void VertexAttribI1sv(GLuint index, const GLshort *v) { CALL_VertexAttribI1iEXT(GET_DISPATCH(), (index, v[0])); } static void VertexAttribI2sv(GLuint index, const GLshort *v) { CALL_VertexAttribI2iEXT(GET_DISPATCH(), (index, v[0], v[1])); } static void VertexAttribI3sv(GLuint index, const GLshort *v) { CALL_VertexAttribI3iEXT(GET_DISPATCH(), (index, v[0], v[1], v[2])); } static void VertexAttribI4sv(GLuint index, const GLshort *v) { CALL_VertexAttribI4svEXT(GET_DISPATCH(), (index, v)); } static void VertexAttribI1usv(GLuint index, const GLushort *v) { CALL_VertexAttribI1uiEXT(GET_DISPATCH(), (index, v[0])); } static void VertexAttribI2usv(GLuint index, const GLushort *v) { CALL_VertexAttribI2uiEXT(GET_DISPATCH(), (index, v[0], v[1])); } static void VertexAttribI3usv(GLuint index, const GLushort *v) { CALL_VertexAttribI3uiEXT(GET_DISPATCH(), (index, v[0], v[1], v[2])); } static void VertexAttribI4usv(GLuint index, const GLushort *v) { CALL_VertexAttribI4usvEXT(GET_DISPATCH(), (index, v)); } static void VertexAttribI1iv(GLuint index, const GLint *v) { CALL_VertexAttribI1iEXT(GET_DISPATCH(), (index, v[0])); } static void VertexAttribI2iv(GLuint index, const GLint *v) { CALL_VertexAttribI2iEXT(GET_DISPATCH(), (index, v[0], v[1])); } static void VertexAttribI3iv(GLuint index, const GLint *v) { CALL_VertexAttribI3iEXT(GET_DISPATCH(), (index, v[0], v[1], v[2])); } static void VertexAttribI4iv(GLuint index, const GLint *v) { CALL_VertexAttribI4ivEXT(GET_DISPATCH(), (index, v)); } static void VertexAttribI1uiv(GLuint index, const GLuint *v) { CALL_VertexAttribI1uiEXT(GET_DISPATCH(), (index, v[0])); } static void VertexAttribI2uiv(GLuint index, const GLuint *v) { CALL_VertexAttribI2uiEXT(GET_DISPATCH(), (index, v[0], v[1])); } static void VertexAttribI3uiv(GLuint index, const GLuint *v) { CALL_VertexAttribI3uiEXT(GET_DISPATCH(), (index, v[0], v[1], v[2])); } static void VertexAttribI4uiv(GLuint index, const GLuint *v) { CALL_VertexAttribI4uivEXT(GET_DISPATCH(), (index, v)); } /* * Array [unnormalized/normalized/integer][size][type] of VertexAttrib * functions */ static attrib_func AttribFuncsARB[3][4][NUM_TYPES] = { { /* non-normalized */ { /* size 1 */ (attrib_func) VertexAttrib1bvARB, (attrib_func) VertexAttrib1ubvARB, (attrib_func) VertexAttrib1svARB, (attrib_func) VertexAttrib1usvARB, (attrib_func) VertexAttrib1ivARB, (attrib_func) VertexAttrib1uivARB, (attrib_func) VertexAttrib1fvARB, (attrib_func) VertexAttrib1dvARB }, { /* size 2 */ (attrib_func) VertexAttrib2bvARB, (attrib_func) VertexAttrib2ubvARB, (attrib_func) VertexAttrib2svARB, (attrib_func) VertexAttrib2usvARB, (attrib_func) VertexAttrib2ivARB, (attrib_func) VertexAttrib2uivARB, (attrib_func) VertexAttrib2fvARB, (attrib_func) VertexAttrib2dvARB }, { /* size 3 */ (attrib_func) VertexAttrib3bvARB, (attrib_func) VertexAttrib3ubvARB, (attrib_func) VertexAttrib3svARB, (attrib_func) VertexAttrib3usvARB, (attrib_func) VertexAttrib3ivARB, (attrib_func) VertexAttrib3uivARB, (attrib_func) VertexAttrib3fvARB, (attrib_func) VertexAttrib3dvARB }, { /* size 4 */ (attrib_func) VertexAttrib4bvARB, (attrib_func) VertexAttrib4ubvARB, (attrib_func) VertexAttrib4svARB, (attrib_func) VertexAttrib4usvARB, (attrib_func) VertexAttrib4ivARB, (attrib_func) VertexAttrib4uivARB, (attrib_func) VertexAttrib4fvARB, (attrib_func) VertexAttrib4dvARB } }, { /* normalized (except for float/double) */ { /* size 1 */ (attrib_func) VertexAttrib1NbvARB, (attrib_func) VertexAttrib1NubvARB, (attrib_func) VertexAttrib1NsvARB, (attrib_func) VertexAttrib1NusvARB, (attrib_func) VertexAttrib1NivARB, (attrib_func) VertexAttrib1NuivARB, (attrib_func) VertexAttrib1fvARB, (attrib_func) VertexAttrib1dvARB }, { /* size 2 */ (attrib_func) VertexAttrib2NbvARB, (attrib_func) VertexAttrib2NubvARB, (attrib_func) VertexAttrib2NsvARB, (attrib_func) VertexAttrib2NusvARB, (attrib_func) VertexAttrib2NivARB, (attrib_func) VertexAttrib2NuivARB, (attrib_func) VertexAttrib2fvARB, (attrib_func) VertexAttrib2dvARB }, { /* size 3 */ (attrib_func) VertexAttrib3NbvARB, (attrib_func) VertexAttrib3NubvARB, (attrib_func) VertexAttrib3NsvARB, (attrib_func) VertexAttrib3NusvARB, (attrib_func) VertexAttrib3NivARB, (attrib_func) VertexAttrib3NuivARB, (attrib_func) VertexAttrib3fvARB, (attrib_func) VertexAttrib3dvARB }, { /* size 4 */ (attrib_func) VertexAttrib4NbvARB, (attrib_func) VertexAttrib4NubvARB, (attrib_func) VertexAttrib4NsvARB, (attrib_func) VertexAttrib4NusvARB, (attrib_func) VertexAttrib4NivARB, (attrib_func) VertexAttrib4NuivARB, (attrib_func) VertexAttrib4fvARB, (attrib_func) VertexAttrib4dvARB } }, { /* integer-valued */ { /* size 1 */ (attrib_func) VertexAttribI1bv, (attrib_func) VertexAttribI1ubv, (attrib_func) VertexAttribI1sv, (attrib_func) VertexAttribI1usv, (attrib_func) VertexAttribI1iv, (attrib_func) VertexAttribI1uiv, NULL, /* GL_FLOAT */ NULL /* GL_DOUBLE */ }, { /* size 2 */ (attrib_func) VertexAttribI2bv, (attrib_func) VertexAttribI2ubv, (attrib_func) VertexAttribI2sv, (attrib_func) VertexAttribI2usv, (attrib_func) VertexAttribI2iv, (attrib_func) VertexAttribI2uiv, NULL, /* GL_FLOAT */ NULL /* GL_DOUBLE */ }, { /* size 3 */ (attrib_func) VertexAttribI3bv, (attrib_func) VertexAttribI3ubv, (attrib_func) VertexAttribI3sv, (attrib_func) VertexAttribI3usv, (attrib_func) VertexAttribI3iv, (attrib_func) VertexAttribI3uiv, NULL, /* GL_FLOAT */ NULL /* GL_DOUBLE */ }, { /* size 4 */ (attrib_func) VertexAttribI4bv, (attrib_func) VertexAttribI4ubv, (attrib_func) VertexAttribI4sv, (attrib_func) VertexAttribI4usv, (attrib_func) VertexAttribI4iv, (attrib_func) VertexAttribI4uiv, NULL, /* GL_FLOAT */ NULL /* GL_DOUBLE */ } } }; /**********************************************************************/ GLboolean _ae_create_context( struct gl_context *ctx ) { if (ctx->aelt_context) return GL_TRUE; /* These _gloffset_* values may not be compile-time constants */ SecondaryColorFuncs[0] = _gloffset_SecondaryColor3bvEXT; SecondaryColorFuncs[1] = _gloffset_SecondaryColor3ubvEXT; SecondaryColorFuncs[2] = _gloffset_SecondaryColor3svEXT; SecondaryColorFuncs[3] = _gloffset_SecondaryColor3usvEXT; SecondaryColorFuncs[4] = _gloffset_SecondaryColor3ivEXT; SecondaryColorFuncs[5] = _gloffset_SecondaryColor3uivEXT; SecondaryColorFuncs[6] = _gloffset_SecondaryColor3fvEXT; SecondaryColorFuncs[7] = _gloffset_SecondaryColor3dvEXT; FogCoordFuncs[0] = -1; FogCoordFuncs[1] = -1; FogCoordFuncs[2] = -1; FogCoordFuncs[3] = -1; FogCoordFuncs[4] = -1; FogCoordFuncs[5] = -1; FogCoordFuncs[6] = _gloffset_FogCoordfvEXT; FogCoordFuncs[7] = _gloffset_FogCoorddvEXT; ctx->aelt_context = CALLOC( sizeof(AEcontext) ); if (!ctx->aelt_context) return GL_FALSE; AE_CONTEXT(ctx)->NewState = ~0; return GL_TRUE; } void _ae_destroy_context( struct gl_context *ctx ) { if ( AE_CONTEXT( ctx ) ) { FREE( ctx->aelt_context ); ctx->aelt_context = NULL; } } static void check_vbo( AEcontext *actx, struct gl_buffer_object *vbo ) { if (_mesa_is_bufferobj(vbo) && !_mesa_bufferobj_mapped(vbo)) { GLuint i; for (i = 0; i < actx->nr_vbos; i++) if (actx->vbo[i] == vbo) return; assert(actx->nr_vbos < VERT_ATTRIB_MAX); actx->vbo[actx->nr_vbos++] = vbo; } } /** * 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). * Note: this may be called during display list construction. */ static void _ae_update_state( struct gl_context *ctx ) { AEcontext *actx = AE_CONTEXT(ctx); AEarray *aa = actx->arrays; AEattrib *at = actx->attribs; GLuint i; struct gl_array_object *arrayObj = ctx->Array.ArrayObj; actx->nr_vbos = 0; /* conventional vertex arrays */ if (arrayObj->Index.Enabled) { aa->array = &arrayObj->Index; aa->offset = IndexFuncs[TYPE_IDX(aa->array->Type)]; check_vbo(actx, aa->array->BufferObj); aa++; } if (arrayObj->EdgeFlag.Enabled) { aa->array = &arrayObj->EdgeFlag; aa->offset = _gloffset_EdgeFlagv; check_vbo(actx, aa->array->BufferObj); aa++; } if (arrayObj->Normal.Enabled) { aa->array = &arrayObj->Normal; aa->offset = NormalFuncs[TYPE_IDX(aa->array->Type)]; check_vbo(actx, aa->array->BufferObj); aa++; } if (arrayObj->Color.Enabled) { aa->array = &arrayObj->Color; aa->offset = ColorFuncs[aa->array->Size-3][TYPE_IDX(aa->array->Type)]; check_vbo(actx, aa->array->BufferObj); aa++; } if (arrayObj->SecondaryColor.Enabled) { aa->array = &arrayObj->SecondaryColor; aa->offset = SecondaryColorFuncs[TYPE_IDX(aa->array->Type)]; check_vbo(actx, aa->array->BufferObj); aa++; } if (arrayObj->FogCoord.Enabled) { aa->array = &arrayObj->FogCoord; aa->offset = FogCoordFuncs[TYPE_IDX(aa->array->Type)]; check_vbo(actx, aa->array->BufferObj); aa++; } for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) { struct gl_client_array *attribArray = &arrayObj->TexCoord[i]; if (attribArray->Enabled) { /* NOTE: we use generic glVertexAttribNV functions here. * If we ever remove GL_NV_vertex_program this will have to change. */ at->array = attribArray; ASSERT(!at->array->Normalized); at->func = AttribFuncsNV[at->array->Normalized] [at->array->Size-1] [TYPE_IDX(at->array->Type)]; at->index = VERT_ATTRIB_TEX0 + i; check_vbo(actx, at->array->BufferObj); at++; } } /* generic vertex attribute arrays */ for (i = 1; i < Elements(arrayObj->VertexAttrib); i++) { /* skip zero! */ struct gl_client_array *attribArray = &arrayObj->VertexAttrib[i]; if (attribArray->Enabled) { at->array = attribArray; /* Note: we can't grab the _glapi_Dispatch->VertexAttrib1fvNV * function pointer here (for float arrays) since the pointer may * change from one execution of _ae_ArrayElement() to * the next. Doing so caused UT to break. */ if (ctx->VertexProgram._Enabled && ctx->VertexProgram.Current->IsNVProgram) { at->func = AttribFuncsNV[at->array->Normalized] [at->array->Size-1] [TYPE_IDX(at->array->Type)]; } else { GLint intOrNorm; if (at->array->Integer) intOrNorm = 2; else if (at->array->Normalized) intOrNorm = 1; else intOrNorm = 0; at->func = AttribFuncsARB[intOrNorm] [at->array->Size-1] [TYPE_IDX(at->array->Type)]; } at->index = i; check_vbo(actx, at->array->BufferObj); at++; } } /* finally, vertex position */ if (arrayObj->VertexAttrib[0].Enabled) { /* Use glVertex(v) instead of glVertexAttrib(0, v) to be sure it's * issued as the last (provoking) attribute). */ aa->array = &arrayObj->VertexAttrib[0]; assert(aa->array->Size >= 2); /* XXX fix someday? */ aa->offset = VertexFuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)]; check_vbo(actx, aa->array->BufferObj); aa++; } else if (arrayObj->Vertex.Enabled) { aa->array = &arrayObj->Vertex; aa->offset = VertexFuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)]; check_vbo(actx, aa->array->BufferObj); aa++; } check_vbo(actx, ctx->Array.ElementArrayBufferObj); ASSERT(at - actx->attribs <= VERT_ATTRIB_MAX); ASSERT(aa - actx->arrays < 32); at->func = NULL; /* terminate the list */ aa->offset = -1; /* terminate the list */ actx->NewState = 0; } void _ae_map_vbos( struct gl_context *ctx ) { AEcontext *actx = AE_CONTEXT(ctx); GLuint i; if (actx->mapped_vbos) return; if (actx->NewState) _ae_update_state(ctx); for (i = 0; i < actx->nr_vbos; i++) ctx->Driver.MapBuffer(ctx, GL_ARRAY_BUFFER_ARB, GL_DYNAMIC_DRAW_ARB, actx->vbo[i]); if (actx->nr_vbos) actx->mapped_vbos = GL_TRUE; } void _ae_unmap_vbos( struct gl_context *ctx ) { AEcontext *actx = AE_CONTEXT(ctx); GLuint i; if (!actx->mapped_vbos) return; assert (!actx->NewState); for (i = 0; i < actx->nr_vbos; i++) ctx->Driver.UnmapBuffer(ctx, GL_ARRAY_BUFFER_ARB, actx->vbo[i]); actx->mapped_vbos = GL_FALSE; } /** * Called via glArrayElement() and glDrawArrays(). * Issue the glNormal, glVertex, glColor, glVertexAttrib, etc functions * for all enabled vertex arrays (for elt-th element). * Note: this may be called during display list construction. */ void GLAPIENTRY _ae_ArrayElement( GLint elt ) { GET_CURRENT_CONTEXT(ctx); const AEcontext *actx = AE_CONTEXT(ctx); const AEarray *aa; const AEattrib *at; const struct _glapi_table * const disp = GET_DISPATCH(); GLboolean do_map; if (actx->NewState) { assert(!actx->mapped_vbos); _ae_update_state( ctx ); } /* Determine if w need to map/unmap VBOs */ do_map = actx->nr_vbos && !actx->mapped_vbos; if (do_map) _ae_map_vbos(ctx); /* emit generic attribute elements */ for (at = actx->attribs; at->func; at++) { const GLubyte *src = ADD_POINTERS(at->array->BufferObj->Pointer, at->array->Ptr) + elt * at->array->StrideB; at->func( at->index, src ); } /* emit conventional arrays elements */ for (aa = actx->arrays; aa->offset != -1 ; aa++) { const GLubyte *src = ADD_POINTERS(aa->array->BufferObj->Pointer, aa->array->Ptr) + elt * aa->array->StrideB; CALL_by_offset( disp, (array_func), aa->offset, ((const void *) src) ); } if (do_map) _ae_unmap_vbos(ctx); } void _ae_invalidate_state( struct gl_context *ctx, GLuint new_state ) { AEcontext *actx = AE_CONTEXT(ctx); /* Only interested in this subset of mesa state. Need to prune * this down as both tnl/ and the drivers can raise statechanges * for arcane reasons in the middle of seemingly atomic operations * like DrawElements, over which we'd like to keep a known set of * arrays and vbo's mapped. * * Luckily, neither the drivers nor tnl muck with the state that * concerns us here: */ new_state &= _NEW_ARRAY | _NEW_PROGRAM; if (new_state) { assert(!actx->mapped_vbos); actx->NewState |= new_state; } } void _mesa_install_arrayelt_vtxfmt(struct _glapi_table *disp, const GLvertexformat *vfmt) { SET_ArrayElement(disp, vfmt->ArrayElement); } #endif /* FEATURE_arrayelt */