void _mesa_ColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) { GET_CURRENT_CONTEXT(ctx); if (size<3 || size>4) { gl_error( ctx, GL_INVALID_VALUE, "glColorPointer(size)" ); return; } if (stride<0) { gl_error( ctx, GL_INVALID_VALUE, "glColorPointer(stride)" ); return; } if (MESA_VERBOSE&(VERBOSE_VARRAY|VERBOSE_API)) fprintf(stderr, "glColorPointer( sz %d type %s stride %d )\n", size, gl_lookup_enum_by_nr( type ), stride); ctx->Array.Color.StrideB = stride; if (!stride) { switch (type) { case GL_BYTE: ctx->Array.Color.StrideB = size*sizeof(GLbyte); break; case GL_UNSIGNED_BYTE: ctx->Array.Color.StrideB = size*sizeof(GLubyte); break; case GL_SHORT: ctx->Array.Color.StrideB = size*sizeof(GLshort); break; case GL_UNSIGNED_SHORT: ctx->Array.Color.StrideB = size*sizeof(GLushort); break; case GL_INT: ctx->Array.Color.StrideB = size*sizeof(GLint); break; case GL_UNSIGNED_INT: ctx->Array.Color.StrideB = size*sizeof(GLuint); break; case GL_FLOAT: ctx->Array.Color.StrideB = size*sizeof(GLfloat); break; case GL_DOUBLE: ctx->Array.Color.StrideB = size*sizeof(GLdouble); break; default: gl_error( ctx, GL_INVALID_ENUM, "glColorPointer(type)" ); return; } } ctx->Array.Color.Size = size; ctx->Array.Color.Type = type; ctx->Array.Color.Stride = stride; ctx->Array.Color.Ptr = (void *) ptr; ctx->Array.ColorFunc = gl_trans_4ub_tab[size][TYPE_IDX(type)]; ctx->Array.ColorEltFunc = gl_trans_elt_4ub_tab[size][TYPE_IDX(type)]; ctx->Array.NewArrayState |= VERT_RGBA; ctx->NewState |= NEW_CLIENT_STATE; }
void _mesa_TexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) { GET_CURRENT_CONTEXT(ctx); GLuint texUnit; texUnit = ctx->Array.ActiveTexture; if (size<1 || size>4) { gl_error( ctx, GL_INVALID_VALUE, "glTexCoordPointer(size)" ); return; } if (stride<0) { gl_error( ctx, GL_INVALID_VALUE, "glTexCoordPointer(stride)" ); return; } if (MESA_VERBOSE&(VERBOSE_VARRAY|VERBOSE_API)) fprintf(stderr, "glTexCoordPointer( unit %u sz %d type %s stride %d )\n", texUnit, size, gl_lookup_enum_by_nr( type ), stride); ctx->Array.TexCoord[texUnit].StrideB = stride; if (!stride) { switch (type) { case GL_SHORT: ctx->Array.TexCoord[texUnit].StrideB = size*sizeof(GLshort); break; case GL_INT: ctx->Array.TexCoord[texUnit].StrideB = size*sizeof(GLint); break; case GL_FLOAT: ctx->Array.TexCoord[texUnit].StrideB = size*sizeof(GLfloat); break; case GL_DOUBLE: ctx->Array.TexCoord[texUnit].StrideB = size*sizeof(GLdouble); break; default: gl_error( ctx, GL_INVALID_ENUM, "glTexCoordPointer(type)" ); return; } } ctx->Array.TexCoord[texUnit].Size = size; ctx->Array.TexCoord[texUnit].Type = type; ctx->Array.TexCoord[texUnit].Stride = stride; ctx->Array.TexCoord[texUnit].Ptr = (void *) ptr; ctx->Array.TexCoordFunc[texUnit] = gl_trans_4f_tab[size][TYPE_IDX(type)]; ctx->Array.TexCoordEltFunc[texUnit] = gl_trans_elt_4f_tab[size][TYPE_IDX(type)]; ctx->Array.NewArrayState |= PIPE_TEX(texUnit); ctx->NewState |= NEW_CLIENT_STATE; }
void _mesa_NormalPointer(GLenum type, GLsizei stride, const GLvoid *ptr ) { GET_CURRENT_CONTEXT(ctx); if (stride<0) { gl_error( ctx, GL_INVALID_VALUE, "glNormalPointer(stride)" ); return; } if (MESA_VERBOSE&(VERBOSE_VARRAY|VERBOSE_API)) fprintf(stderr, "glNormalPointer( type %s stride %d )\n", gl_lookup_enum_by_nr( type ), stride); ctx->Array.Normal.StrideB = stride; if (!stride) { switch (type) { case GL_BYTE: ctx->Array.Normal.StrideB = 3*sizeof(GLbyte); break; case GL_SHORT: ctx->Array.Normal.StrideB = 3*sizeof(GLshort); break; case GL_INT: ctx->Array.Normal.StrideB = 3*sizeof(GLint); break; case GL_FLOAT: ctx->Array.Normal.StrideB = 3*sizeof(GLfloat); break; case GL_DOUBLE: ctx->Array.Normal.StrideB = 3*sizeof(GLdouble); break; default: gl_error( ctx, GL_INVALID_ENUM, "glNormalPointer(type)" ); return; } } ctx->Array.Normal.Type = type; ctx->Array.Normal.Stride = stride; ctx->Array.Normal.Ptr = (void *) ptr; ctx->Array.NormalFunc = gl_trans_3f_tab[TYPE_IDX(type)]; ctx->Array.NormalEltFunc = gl_trans_elt_3f_tab[TYPE_IDX(type)]; ctx->Array.NewArrayState |= VERT_NORM; ctx->NewState |= NEW_CLIENT_STATE; }
/** * Translate vector of values to GLfloat[3], normalized to [-1, 1]. */ void _math_trans_3fn(GLfloat (*to)[3], const void *ptr, GLuint stride, GLenum type, GLuint start, GLuint n ) { _math_trans_3fn_tab[TYPE_IDX(type)]( to, ptr, stride, start, n ); }
/** * Translate vector of values to GLubyte [1]. */ void _math_trans_1ub(GLubyte *to, const void *ptr, GLuint stride, GLenum type, GLuint start, GLuint n ) { _math_trans_1ub_tab[TYPE_IDX(type)]( to, ptr, stride, start, n ); }
/** * Translate vector of values to GLfloat [1]. */ void _math_trans_1f(GLfloat *to, const void *ptr, GLuint stride, GLenum type, GLuint start, GLuint n ) { _math_trans_1f_tab[TYPE_IDX(type)]( to, ptr, stride, start, n ); }
/** * Translate vector of values to GLuint [1]. */ void _math_trans_1ui(GLuint *to, CONST void *ptr, GLuint stride, GLenum type, GLuint start, GLuint n ) { _math_trans_1ui_tab[TYPE_IDX(type)]( to, ptr, stride, start, n ); }
/** * Translate vector of values to GLfloat [4]. */ void _math_trans_4f(GLfloat (*to)[4], const void *ptr, GLuint stride, GLenum type, GLuint size, GLuint start, GLuint n ) { _math_trans_4f_tab[size][TYPE_IDX(type)]( to, ptr, stride, start, n ); }
/** * Translate vector of values to GLushort [4]. */ void _math_trans_4us(GLushort (*to)[4], CONST void *ptr, GLuint stride, GLenum type, GLuint size, GLuint start, GLuint n ) { _math_trans_4us_tab[size][TYPE_IDX(type)]( to, ptr, stride, start, n ); }
void _mesa_IndexPointer(GLenum type, GLsizei stride, const GLvoid *ptr) { GET_CURRENT_CONTEXT(ctx); if (stride<0) { gl_error( ctx, GL_INVALID_VALUE, "glIndexPointer(stride)" ); return; } ctx->Array.Index.StrideB = stride; if (!stride) { switch (type) { case GL_UNSIGNED_BYTE: ctx->Array.Index.StrideB = sizeof(GLubyte); break; case GL_SHORT: ctx->Array.Index.StrideB = sizeof(GLshort); break; case GL_INT: ctx->Array.Index.StrideB = sizeof(GLint); break; case GL_FLOAT: ctx->Array.Index.StrideB = sizeof(GLfloat); break; case GL_DOUBLE: ctx->Array.Index.StrideB = sizeof(GLdouble); break; default: gl_error( ctx, GL_INVALID_ENUM, "glIndexPointer(type)" ); return; } } ctx->Array.Index.Type = type; ctx->Array.Index.Stride = stride; ctx->Array.Index.Ptr = (void *) ptr; ctx->Array.IndexFunc = gl_trans_1ui_tab[TYPE_IDX(type)]; ctx->Array.IndexEltFunc = gl_trans_elt_1ui_tab[TYPE_IDX(type)]; ctx->Array.NewArrayState |= VERT_INDEX; ctx->NewState |= NEW_CLIENT_STATE; }
void _mesa_EdgeFlagPointer(GLsizei stride, const void *vptr) { GET_CURRENT_CONTEXT(ctx); const GLboolean *ptr = (GLboolean *)vptr; if (stride<0) { gl_error( ctx, GL_INVALID_VALUE, "glEdgeFlagPointer(stride)" ); return; } ctx->Array.EdgeFlag.Stride = stride; ctx->Array.EdgeFlag.StrideB = stride ? stride : sizeof(GLboolean); ctx->Array.EdgeFlag.Ptr = (GLboolean *) ptr; if (stride != sizeof(GLboolean)) { ctx->Array.EdgeFlagFunc = gl_trans_1ub_tab[TYPE_IDX(GL_UNSIGNED_BYTE)]; } else { ctx->Array.EdgeFlagFunc = 0; } ctx->Array.EdgeFlagEltFunc = gl_trans_elt_1ub_tab[TYPE_IDX(GL_UNSIGNED_BYTE)]; ctx->Array.NewArrayState |= VERT_EDGE; ctx->NewState |= NEW_CLIENT_STATE; }
static void init_translate_raw(void) { memset( TAB(_1ui), 0, sizeof(TAB(_1ui)) ); memset( TAB(_1ub), 0, sizeof(TAB(_1ub)) ); memset( TAB(_3fn), 0, sizeof(TAB(_3fn)) ); memset( TAB(_4ub), 0, sizeof(TAB(_4ub)) ); memset( TAB(_4us), 0, sizeof(TAB(_4us)) ); memset( TAB(_4f), 0, sizeof(TAB(_4f)) ); memset( TAB(_4fn), 0, sizeof(TAB(_4fn)) ); init_trans_4_GLbyte_raw(); init_trans_3_GLbyte_raw(); init_trans_2_GLbyte_raw(); init_trans_1_GLbyte_raw(); init_trans_1_GLubyte_raw(); init_trans_3_GLubyte_raw(); init_trans_4_GLubyte_raw(); init_trans_4_GLshort_raw(); init_trans_3_GLshort_raw(); init_trans_2_GLshort_raw(); init_trans_1_GLshort_raw(); init_trans_4_GLushort_raw(); init_trans_3_GLushort_raw(); init_trans_2_GLushort_raw(); init_trans_1_GLushort_raw(); init_trans_4_GLint_raw(); init_trans_3_GLint_raw(); init_trans_2_GLint_raw(); init_trans_1_GLint_raw(); init_trans_4_GLuint_raw(); init_trans_3_GLuint_raw(); init_trans_2_GLuint_raw(); init_trans_1_GLuint_raw(); init_trans_4_GLdouble_raw(); init_trans_3_GLdouble_raw(); init_trans_2_GLdouble_raw(); init_trans_1_GLdouble_raw(); init_trans_4_GLfloat_raw(); init_trans_3_GLfloat_raw(); init_trans_2_GLfloat_raw(); init_trans_1_GLfloat_raw(); TAB(_4ub)[4][TYPE_IDX(GL_UNSIGNED_BYTE)] = trans_4_GLubyte_4ub_raw; }
/* Called only from gl_DrawElements */ void gl_CVAEltPointer( GLcontext *ctx, GLenum type, const GLvoid *ptr ) { switch (type) { case GL_UNSIGNED_BYTE: ctx->CVA.Elt.StrideB = sizeof(GLubyte); break; case GL_UNSIGNED_SHORT: ctx->CVA.Elt.StrideB = sizeof(GLushort); break; case GL_UNSIGNED_INT: ctx->CVA.Elt.StrideB = sizeof(GLuint); break; default: gl_error( ctx, GL_INVALID_ENUM, "glEltPointer(type)" ); return; } ctx->CVA.Elt.Type = type; ctx->CVA.Elt.Stride = 0; ctx->CVA.Elt.Ptr = (void *) ptr; ctx->CVA.EltFunc = gl_trans_1ui_tab[TYPE_IDX(type)]; ctx->Array.NewArrayState |= VERT_ELT; /* ??? */ }
/** * 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( GLcontext *ctx ) { AEcontext *actx = AE_CONTEXT(ctx); AEarray *aa = actx->arrays; AEattrib *at = actx->attribs; GLuint i; actx->nr_vbos = 0; /* conventional vertex arrays */ if (ctx->Array.ArrayObj->Index.Enabled) { aa->array = &ctx->Array.ArrayObj->Index; aa->offset = IndexFuncs[TYPE_IDX(aa->array->Type)]; check_vbo(actx, aa->array->BufferObj); aa++; } if (ctx->Array.ArrayObj->EdgeFlag.Enabled) { aa->array = &ctx->Array.ArrayObj->EdgeFlag; aa->offset = _gloffset_EdgeFlagv; check_vbo(actx, aa->array->BufferObj); aa++; } if (ctx->Array.ArrayObj->Normal.Enabled) { aa->array = &ctx->Array.ArrayObj->Normal; aa->offset = NormalFuncs[TYPE_IDX(aa->array->Type)]; check_vbo(actx, aa->array->BufferObj); aa++; } if (ctx->Array.ArrayObj->Color.Enabled) { aa->array = &ctx->Array.ArrayObj->Color; aa->offset = ColorFuncs[aa->array->Size-3][TYPE_IDX(aa->array->Type)]; check_vbo(actx, aa->array->BufferObj); aa++; } if (ctx->Array.ArrayObj->SecondaryColor.Enabled) { aa->array = &ctx->Array.ArrayObj->SecondaryColor; aa->offset = SecondaryColorFuncs[TYPE_IDX(aa->array->Type)]; check_vbo(actx, aa->array->BufferObj); aa++; } if (ctx->Array.ArrayObj->FogCoord.Enabled) { aa->array = &ctx->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 = &ctx->Array.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 < VERT_ATTRIB_MAX; i++) { /* skip zero! */ struct gl_client_array *attribArray = &ctx->Array.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_loopback_array_elt() 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 { at->func = AttribFuncsARB[at->array->Normalized] [at->array->Size-1] [TYPE_IDX(at->array->Type)]; } at->index = i; check_vbo(actx, at->array->BufferObj); at++; } } /* finally, vertex position */ if (ctx->Array.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 = &ctx->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 (ctx->Array.ArrayObj->Vertex.Enabled) { aa->array = &ctx->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; }
/** * 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; /* 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_loopback_array_elt() to * the next. Doing so caused UT to break. */ 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; }
/** * 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( GLcontext *ctx ) { AEcontext *actx = AE_CONTEXT(ctx); AEarray *aa = actx->arrays; AEattrib *at = actx->attribs; GLuint i; /* conventional vertex arrays */ 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) EdgeFlagv; aa++; } if (ctx->Array.Normal.Enabled) { aa->array = &ctx->Array.Normal; aa->func = NormalFuncs[TYPE_IDX(aa->array->Type)]; aa++; } if (ctx->Array.Color.Enabled) { aa->array = &ctx->Array.Color; aa->func = ColorFuncs[aa->array->Size-3][TYPE_IDX(aa->array->Type)]; aa++; } if (ctx->Array.SecondaryColor.Enabled) { aa->array = &ctx->Array.SecondaryColor; aa->func = SecondaryColorFuncs[TYPE_IDX(aa->array->Type)]; aa++; } if (ctx->Array.FogCoord.Enabled) { aa->array = &ctx->Array.FogCoord; aa->func = FogCoordFuncs[TYPE_IDX(aa->array->Type)]; aa++; } for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) { if (ctx->Array.TexCoord[i].Enabled) { /* NOTE: we use generic glVertexAttrib functions here. * If we ever de-alias conventional/generic vertex attribs this * will have to change. */ struct gl_client_array *attribArray = &ctx->Array.TexCoord[i]; at->array = attribArray; at->func = AttribFuncsNV[at->array->Normalized][at->array->Size-1][TYPE_IDX(at->array->Type)]; at->index = VERT_ATTRIB_TEX0 + i; at++; } } /* generic vertex attribute arrays */ for (i = 1; i < VERT_ATTRIB_MAX; i++) { /* skip zero! */ if (ctx->Array.VertexAttrib[i].Enabled) { struct gl_client_array *attribArray = &ctx->Array.VertexAttrib[i]; 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_loopback_array_elt() to * the next. Doing so caused UT to break. */ at->func = AttribFuncsNV[at->array->Normalized][at->array->Size-1][TYPE_IDX(at->array->Type)]; at->index = i; at++; } } /* finally, vertex position */ if (ctx->Array.VertexAttrib[0].Enabled) { /* Use glVertex(v) instead of glVertexAttrib(0, v) to be sure it's * issued as the last (proviking) attribute). */ aa->array = &ctx->Array.VertexAttrib[0]; assert(aa->array->Size >= 2); /* XXX fix someday? */ aa->func = VertexFuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)]; aa++; } else if (ctx->Array.Vertex.Enabled) { aa->array = &ctx->Array.Vertex; aa->func = VertexFuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)]; aa++; } 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; }
/** * 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; /* non-indexed arrays (ex: glNormal) */ AEattrib *at = actx->attribs; /* indexed arrays (ex: glMultiTexCoord) */ GLuint i; struct gl_vertex_array_object *vao = ctx->Array.VAO; actx->nr_vbos = 0; /* conventional vertex arrays */ if (vao->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) { aa->array = &vao->VertexAttrib[VERT_ATTRIB_COLOR_INDEX]; aa->binding = &vao->VertexBinding[aa->array->VertexBinding]; aa->offset = IndexFuncs[TYPE_IDX(aa->array->Type)]; check_vbo(actx, aa->binding->BufferObj); aa++; } if (vao->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) { aa->array = &vao->VertexAttrib[VERT_ATTRIB_EDGEFLAG]; aa->binding = &vao->VertexBinding[aa->array->VertexBinding]; aa->offset = _gloffset_EdgeFlagv; check_vbo(actx, aa->binding->BufferObj); aa++; } if (vao->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) { aa->array = &vao->VertexAttrib[VERT_ATTRIB_NORMAL]; aa->binding = &vao->VertexBinding[aa->array->VertexBinding]; aa->offset = NormalFuncs[TYPE_IDX(aa->array->Type)]; check_vbo(actx, aa->binding->BufferObj); aa++; } if (vao->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) { aa->array = &vao->VertexAttrib[VERT_ATTRIB_COLOR0]; aa->binding = &vao->VertexBinding[aa->array->VertexBinding]; aa->offset = ColorFuncs[aa->array->Size-3][TYPE_IDX(aa->array->Type)]; check_vbo(actx, aa->binding->BufferObj); aa++; } if (vao->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) { aa->array = &vao->VertexAttrib[VERT_ATTRIB_COLOR1]; aa->binding = &vao->VertexBinding[aa->array->VertexBinding]; aa->offset = SecondaryColorFuncs[TYPE_IDX(aa->array->Type)]; check_vbo(actx, aa->binding->BufferObj); aa++; } if (vao->VertexAttrib[VERT_ATTRIB_FOG].Enabled) { aa->array = &vao->VertexAttrib[VERT_ATTRIB_FOG]; aa->binding = &vao->VertexBinding[aa->array->VertexBinding]; aa->offset = FogCoordFuncs[TYPE_IDX(aa->array->Type)]; check_vbo(actx, aa->binding->BufferObj); aa++; } for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) { struct gl_vertex_attrib_array *attribArray = &vao->VertexAttrib[VERT_ATTRIB_TEX(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; at->binding = &vao->VertexBinding[attribArray->VertexBinding]; 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->binding->BufferObj); at++; } } /* generic vertex attribute arrays */ for (i = 1; i < VERT_ATTRIB_GENERIC_MAX; i++) { /* skip zero! */ struct gl_vertex_attrib_array *attribArray = &vao->VertexAttrib[VERT_ATTRIB_GENERIC(i)]; if (attribArray->Enabled) { GLint intOrNorm; at->array = attribArray; at->binding = &vao->VertexBinding[attribArray->VertexBinding]; /* 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 (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->binding->BufferObj); at++; } } /* finally, vertex position */ if (vao->VertexAttrib[VERT_ATTRIB_GENERIC0].Enabled) { /* Use glVertex(v) instead of glVertexAttrib(0, v) to be sure it's * issued as the last (provoking) attribute). */ aa->array = &vao->VertexAttrib[VERT_ATTRIB_GENERIC0]; aa->binding = &vao->VertexBinding[aa->array->VertexBinding]; assert(aa->array->Size >= 2); /* XXX fix someday? */ aa->offset = VertexFuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)]; check_vbo(actx, aa->binding->BufferObj); aa++; } else if (vao->VertexAttrib[VERT_ATTRIB_POS].Enabled) { aa->array = &vao->VertexAttrib[VERT_ATTRIB_POS]; aa->binding = &vao->VertexBinding[aa->array->VertexBinding]; aa->offset = VertexFuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)]; check_vbo(actx, aa->binding->BufferObj); aa++; } check_vbo(actx, vao->IndexBufferObj); 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 _mesa_DrawArrays(GLenum mode, GLint start, GLsizei count) { GET_CURRENT_CONTEXT(ctx); struct vertex_buffer *VB = ctx->VB; GLint i; ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glDrawArrays"); if (count<0) { gl_error( ctx, GL_INVALID_VALUE, "glDrawArrays(count)" ); return; } if (!ctx->CompileFlag && ctx->Array.Vertex.Enabled) { GLint remaining = count; GLint i; struct gl_client_array *Normal; struct gl_client_array *Color; struct gl_client_array *Index; struct gl_client_array *TexCoord[MAX_TEXTURE_UNITS]; struct gl_client_array *EdgeFlag; struct immediate *IM = VB->IM; struct gl_pipeline *elt = &ctx->CVA.elt; GLboolean relock; GLuint fallback, required; if (ctx->NewState) gl_update_state( ctx ); /* Just turn off cva on this path. Could be useful for multipass * rendering to keep it turned on. */ relock = ctx->CompileCVAFlag; ctx->CompileCVAFlag = 0; if (!elt->pipeline_valid || relock) gl_build_immediate_pipeline( ctx ); required = elt->inputs; fallback = (elt->inputs & ~ctx->Array.Summary); if (required & VERT_RGBA) { Color = &ctx->Array.Color; if (fallback & VERT_RGBA) { Color = &ctx->Fallback.Color; ctx->Array.ColorFunc = gl_trans_4ub_tab[4][TYPE_IDX(GL_UNSIGNED_BYTE)]; } } if (required & VERT_INDEX) { Index = &ctx->Array.Index; if (fallback & VERT_INDEX) { Index = &ctx->Fallback.Index; ctx->Array.IndexFunc = gl_trans_1ui_tab[TYPE_IDX(GL_UNSIGNED_INT)]; } } for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++) { GLuint flag = VERT_TEX_ANY(i); if (required & flag) { TexCoord[i] = &ctx->Array.TexCoord[i]; if (fallback & flag) { TexCoord[i] = &ctx->Fallback.TexCoord[i]; TexCoord[i]->Size = gl_texcoord_size( ctx->Current.Flag, i ); ctx->Array.TexCoordFunc[i] = gl_trans_4f_tab[TexCoord[i]->Size][TYPE_IDX(GL_FLOAT)]; } } } if (ctx->Array.Flags != ctx->Array.Flag[0]) for (i = 0 ; i < VB_MAX ; i++) ctx->Array.Flag[i] = ctx->Array.Flags; if (required & VERT_NORM) { Normal = &ctx->Array.Normal; if (fallback & VERT_NORM) { Normal = &ctx->Fallback.Normal; ctx->Array.NormalFunc = gl_trans_3f_tab[TYPE_IDX(GL_FLOAT)]; } } if ( required & VERT_EDGE ) { if (mode == GL_TRIANGLES || mode == GL_QUADS || mode == GL_POLYGON) { EdgeFlag = &ctx->Array.EdgeFlag; if (fallback & VERT_EDGE) { EdgeFlag = &ctx->Fallback.EdgeFlag; ctx->Array.EdgeFlagFunc = gl_trans_1ub_tab[TYPE_IDX(GL_UNSIGNED_BYTE)]; } } else required &= ~VERT_EDGE; } VB->Primitive = IM->Primitive; VB->NextPrimitive = IM->NextPrimitive; VB->MaterialMask = IM->MaterialMask; VB->Material = IM->Material; VB->BoundsPtr = 0; while (remaining > 0) { GLint vbspace = VB_MAX - VB_START; GLuint count, n; if (vbspace >= remaining) { n = remaining; VB->LastPrimitive = VB_START + n; } else { n = vbspace; VB->LastPrimitive = VB_START; } VB->CullMode = 0; ctx->Array.VertexFunc( IM->Obj + VB_START, &ctx->Array.Vertex, start, n ); if (required & VERT_NORM) { ctx->Array.NormalFunc( IM->Normal + VB_START, Normal, start, n ); } if (required & VERT_EDGE) { ctx->Array.EdgeFlagFunc( IM->EdgeFlag + VB_START, EdgeFlag, start, n ); } if (required & VERT_RGBA) { ctx->Array.ColorFunc( IM->Color + VB_START, Color, start, n ); } if (required & VERT_INDEX) { ctx->Array.IndexFunc( IM->Index + VB_START, Index, start, n ); } if (required & VERT_TEX0_ANY) { IM->v.TexCoord[0].size = TexCoord[0]->Size; ctx->Array.TexCoordFunc[0]( IM->TexCoord[0] + VB_START, TexCoord[0], start, n ); } if (required & VERT_TEX1_ANY) { IM->v.TexCoord[1].size = TexCoord[1]->Size; ctx->Array.TexCoordFunc[1]( IM->TexCoord[1] + VB_START, TexCoord[1], start, n ); } VB->ObjPtr = &IM->v.Obj; VB->NormalPtr = &IM->v.Normal; VB->ColorPtr = &IM->v.Color; VB->Color[0] = VB->Color[1] = VB->ColorPtr; VB->IndexPtr = &IM->v.Index; VB->EdgeFlagPtr = &IM->v.EdgeFlag; VB->TexCoordPtr[0] = &IM->v.TexCoord[0]; VB->TexCoordPtr[1] = &IM->v.TexCoord[1]; VB->Flag = ctx->Array.Flag; VB->OrFlag = ctx->Array.Flags; VB->Start = IM->Start = VB_START; count = VB->Count = IM->Count = VB_START + n; #define RESET_VEC(v, t, s, c) (v.start = t v.data[s], v.count = c) RESET_VEC(IM->v.Obj, (GLfloat *), VB_START, count); RESET_VEC(IM->v.Normal, (GLfloat *), VB_START, count); RESET_VEC(IM->v.TexCoord[0], (GLfloat *), VB_START, count); RESET_VEC(IM->v.TexCoord[1], (GLfloat *), VB_START, count); RESET_VEC(IM->v.Index, &, VB_START, count); RESET_VEC(IM->v.Elt, &, VB_START, count); RESET_VEC(IM->v.EdgeFlag, &, VB_START, count); RESET_VEC(IM->v.Color, (GLubyte *), VB_START, count); RESET_VEC(VB->Clip, (GLfloat *), VB_START, count); RESET_VEC(VB->Eye, (GLfloat *), VB_START, count); RESET_VEC(VB->Win, (GLfloat *), VB_START, count); RESET_VEC(VB->BColor, (GLubyte *), VB_START, count); RESET_VEC(VB->BIndex, &, VB_START, count); VB->NextPrimitive[VB->CopyStart] = VB->Count; VB->Primitive[VB->CopyStart] = mode; /* Transform and render. */ gl_run_pipeline( VB ); gl_reset_vb( VB ); ctx->Array.Flag[count] = ctx->Array.Flags; ctx->Array.Flag[VB_START] = ctx->Array.Flags; start += n; remaining -= n; } ctx->CompileCVAFlag = relock; }