/* * Mesa 3-D graphics library * Version: 6.1 * * Copyright (C) 1999-2004 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. */ /* Author: * Keith Whitwell */ #include "glheader.h" #include "api_arrayelt.h" #include "context.h" #include "glapi.h" #include "imports.h" #include "macros.h" #include "mtypes.h" typedef void (GLAPIENTRY *array_func)( const void * ); typedef struct { const struct gl_client_array *array; array_func func; } 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; } 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 */ #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, (array_func)glIndexsv, 0, (array_func)glIndexiv, 0, (array_func)glIndexfv, (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 }; /**********************************************************************/ /* GL_BYTE attributes */ static void VertexAttrib1Nbv(GLuint index, const GLbyte *v) { _glapi_Dispatch->VertexAttrib1fNV(index, BYTE_TO_FLOAT(v[0])); } static void VertexAttrib1bv(GLuint index, const GLbyte *v) { _glapi_Dispatch->VertexAttrib1fNV(index, v[0]); } static void VertexAttrib2Nbv(GLuint index, const GLbyte *v) { _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]); } static void VertexAttrib3Nbv(GLuint index, const GLbyte *v) { _glapi_Dispatch->VertexAttrib3fNV(index, BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]), BYTE_TO_FLOAT(v[2])); } static void VertexAttrib3bv(GLuint index, const GLbyte *v) { _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]); } static void VertexAttrib4Nbv(GLuint index, const GLbyte *v) { _glapi_Dispatch->VertexAttrib4fNV(index, BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]), BYTE_TO_FLOAT(v[2]), BYTE_TO_FLOAT(v[3])); } static void VertexAttrib4bv(GLuint index, const GLbyte *v) { _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]); } /* GL_UNSIGNED_BYTE attributes */ static void VertexAttrib1Nubv(GLuint index, const GLubyte *v) { _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[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 } } }; /**********************************************************************/ GLboolean _ae_create_context( GLcontext *ctx ) { if (ctx->aelt_context) return GL_TRUE; ctx->aelt_context = MALLOC( sizeof(AEcontext) ); if (!ctx->aelt_context) return GL_FALSE; AE_CONTEXT(ctx)->NewState = ~0; return GL_TRUE; } void _ae_destroy_context( GLcontext *ctx ) { if ( AE_CONTEXT( ctx ) ) { FREE( ctx->aelt_context ); ctx->aelt_context = 0; } } /** * 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 ) { AEcontext *actx = AE_CONTEXT(ctx); AEarray *aa = actx->arrays; AEattrib *at = actx->attribs; GLuint i; /* yuck, no generic array to correspond to color index or edge flag */ if (ctx->Array.Index.Enabled) { aa->array = &ctx->Array.Index; aa->func = indexfuncs[TYPE_IDX(aa->array->Type)]; aa++; } if (ctx->Array.EdgeFlag.Enabled) { aa->array = &ctx->Array.EdgeFlag; aa->func = (array_func) glEdgeFlagv; aa++; } /* 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 *attribArray = NULL; /* Generic arrays take priority over conventional arrays if vertex program * mode is enabled. */ if (ctx->VertexProgram.Enabled && ctx->Array.VertexAttrib[index].Enabled) { 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)]; } 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; } void GLAPIENTRY _ae_loopback_array_elt( GLint elt ) { GET_CURRENT_CONTEXT(ctx); const AEcontext *actx = AE_CONTEXT(ctx); const AEarray *aa; const AEattrib *at; if (actx->NewState) _ae_update_state( ctx ); /* 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 ); } } void _ae_invalidate_state( GLcontext *ctx, GLuint new_state ) { AE_CONTEXT(ctx)->NewState |= new_state; }