Beispiel #1
0
/* Treat the vertex storage as a VBO, define vertex arrays pointing
 * into it:
 */
static void vbo_bind_vertex_list( GLcontext *ctx,
                                   const struct vbo_save_vertex_list *node )
{
   struct vbo_context *vbo = vbo_context(ctx);
   struct vbo_save_context *save = &vbo->save;
   struct gl_client_array *arrays = save->arrays;
   GLuint data = node->buffer_offset;
   const GLuint *map;
   GLuint attr;

   /* Install the default (ie Current) attributes first, then overlay
    * all active ones.
    */
   switch (get_program_mode(ctx)) {
   case VP_NONE:
      memcpy(arrays,      vbo->legacy_currval, 16 * sizeof(arrays[0]));
      memcpy(arrays + 16, vbo->mat_currval,    MAT_ATTRIB_MAX * sizeof(arrays[0]));
      map = vbo->map_vp_none;
      break;
   case VP_NV:
   case VP_ARB:
      /* The aliasing of attributes for NV vertex programs has already
       * occurred.  NV vertex programs cannot access material values,
       * nor attributes greater than VERT_ATTRIB_TEX7.  
       */
      memcpy(arrays,      vbo->legacy_currval,  16 * sizeof(arrays[0]));
      memcpy(arrays + 16, vbo->generic_currval, 16 * sizeof(arrays[0]));
      map = vbo->map_vp_arb;
      break;
   }

   for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
      GLuint src = map[attr];

      if (node->attrsz[src]) {
	 arrays[attr].Ptr = (const GLubyte *)data;
	 arrays[attr].Size = node->attrsz[src];
	 arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat);
	 arrays[attr].Stride = node->vertex_size * sizeof(GLfloat);
	 arrays[attr].Type = GL_FLOAT;
	 arrays[attr].Enabled = 1;
	 arrays[attr].BufferObj = node->vertex_store->bufferobj;
	 arrays[attr]._MaxElement = node->count; /* ??? */
	 
	 assert(arrays[attr].BufferObj->Name);

	 data += node->attrsz[src] * sizeof(GLfloat);
      }
   }
}
Beispiel #2
0
static void bind_arrays( GLcontext *ctx )
{
#if 0
   if (ctx->Array.ArrayObj.Name != exec->array.array_obj) {
      bind_array_obj(ctx);
      recalculate_input_bindings(ctx);
   }
   else if (exec->array.program_mode != get_program_mode(ctx) ||
	    exec->array.enabled_flags != ctx->Array.ArrayObj->_Enabled) {
      
      recalculate_input_bindings(ctx);
   }
#else
   bind_array_obj(ctx);
   recalculate_input_bindings(ctx);
#endif
}
Beispiel #3
0
/**
 * Set the vbo->exec->inputs[] pointers to point to the enabled
 * vertex arrays.  This depends on the current vertex program/shader
 * being executed because of whether or not generic vertex arrays
 * alias the conventional vertex arrays.
 * For arrays that aren't enabled, we set the input[attrib] pointer
 * to point at a zero-stride current value "array".
 */
static void
recalculate_input_bindings(struct gl_context *ctx)
{
   struct vbo_context *vbo = vbo_context(ctx);
   struct vbo_exec_context *exec = &vbo->exec;
   struct gl_client_array *vertexAttrib = ctx->Array.ArrayObj->VertexAttrib;
   const struct gl_client_array **inputs = &exec->array.inputs[0];
   GLbitfield64 const_inputs = 0x0;
   GLuint i;

   switch (get_program_mode(ctx)) {
   case VP_NONE:
      /* When no vertex program is active (or the vertex program is generated
       * from fixed-function state).  We put the material values into the
       * generic slots.  This is the only situation where material values
       * are available as per-vertex attributes.
       */
      for (i = 0; i < VERT_ATTRIB_FF_MAX; i++) {
	 if (vertexAttrib[VERT_ATTRIB_FF(i)].Enabled)
	    inputs[i] = &vertexAttrib[VERT_ATTRIB_FF(i)];
	 else {
	    inputs[i] = &vbo->currval[VBO_ATTRIB_POS+i];
            const_inputs |= VERT_BIT(i);
         }
      }

      for (i = 0; i < MAT_ATTRIB_MAX; i++) {
	 inputs[VERT_ATTRIB_GENERIC(i)] =
	    &vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+i];
         const_inputs |= VERT_BIT_GENERIC(i);
      }

      /* Could use just about anything, just to fill in the empty
       * slots:
       */
      for (i = MAT_ATTRIB_MAX; i < VERT_ATTRIB_GENERIC_MAX; i++) {
	 inputs[VERT_ATTRIB_GENERIC(i)] = &vbo->currval[VBO_ATTRIB_GENERIC0+i];
         const_inputs |= VERT_BIT_GENERIC(i);
      }
      break;

   case VP_ARB:
      /* GL_ARB_vertex_program or GLSL vertex shader - Only the generic[0]
       * attribute array aliases and overrides the legacy position array.  
       *
       * Otherwise, legacy attributes available in the legacy slots,
       * generic attributes in the generic slots and materials are not
       * available as per-vertex attributes.
       */
      if (vertexAttrib[VERT_ATTRIB_GENERIC0].Enabled)
	 inputs[0] = &vertexAttrib[VERT_ATTRIB_GENERIC0];
      else if (vertexAttrib[VERT_ATTRIB_POS].Enabled)
	 inputs[0] = &vertexAttrib[VERT_ATTRIB_POS];
      else {
	 inputs[0] = &vbo->currval[VBO_ATTRIB_POS];
         const_inputs |= VERT_BIT_POS;
      }

      for (i = 1; i < VERT_ATTRIB_FF_MAX; i++) {
	 if (vertexAttrib[VERT_ATTRIB_FF(i)].Enabled)
	    inputs[i] = &vertexAttrib[VERT_ATTRIB_FF(i)];
	 else {
	    inputs[i] = &vbo->currval[VBO_ATTRIB_POS+i];
            const_inputs |= VERT_BIT_FF(i);
         }
      }

      for (i = 1; i < VERT_ATTRIB_GENERIC_MAX; i++) {
	 if (vertexAttrib[VERT_ATTRIB_GENERIC(i)].Enabled)
	    inputs[VERT_ATTRIB_GENERIC(i)] = &vertexAttrib[VERT_ATTRIB_GENERIC(i)];
	 else {
	    inputs[VERT_ATTRIB_GENERIC(i)] = &vbo->currval[VBO_ATTRIB_GENERIC0+i];
            const_inputs |= VERT_BIT_GENERIC(i);
         }
      }

      inputs[VERT_ATTRIB_GENERIC0] = inputs[0];
      break;
   }

   _mesa_set_varying_vp_inputs( ctx, VERT_BIT_ALL & (~const_inputs) );
   ctx->NewDriverState |= ctx->DriverFlags.NewArray;
}
Beispiel #4
0
/* TODO: populate these as the vertex is defined:
 */
static void
vbo_exec_bind_arrays( struct gl_context *ctx )
{
   struct vbo_context *vbo = vbo_context(ctx);
   struct vbo_exec_context *exec = &vbo->exec;
   struct gl_client_array *arrays = exec->vtx.arrays;
   const GLuint count = exec->vtx.vert_count;
   const GLuint *map;
   GLuint attr;
   GLbitfield64 varying_inputs = 0x0;

   /* Install the default (ie Current) attributes first, then overlay
    * all active ones.
    */
   switch (get_program_mode(exec->ctx)) {
   case VP_NONE:
      for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) {
         exec->vtx.inputs[attr] = &vbo->legacy_currval[attr];
      }
      for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) {
         ASSERT(VERT_ATTRIB_GENERIC(attr) < Elements(exec->vtx.inputs));
         exec->vtx.inputs[VERT_ATTRIB_GENERIC(attr)] = &vbo->mat_currval[attr];
      }
      map = vbo->map_vp_none;
      break;
   case VP_NV:
   case VP_ARB:
      /* The aliasing of attributes for NV vertex programs has already
       * occurred.  NV vertex programs cannot access material values,
       * nor attributes greater than VERT_ATTRIB_TEX7.  
       */
      for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) {
         exec->vtx.inputs[attr] = &vbo->legacy_currval[attr];
      }
      for (attr = 0; attr < VERT_ATTRIB_GENERIC_MAX; attr++) {
         ASSERT(VERT_ATTRIB_GENERIC(attr) < Elements(exec->vtx.inputs));
         exec->vtx.inputs[VERT_ATTRIB_GENERIC(attr)] = &vbo->generic_currval[attr];
      }
      map = vbo->map_vp_arb;

      /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read.
       * In that case we effectively need to route the data from
       * glVertexAttrib(0, val) calls to feed into the GENERIC0 input.
       */
      if ((ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_POS) == 0 &&
          (ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) {
         exec->vtx.inputs[VERT_ATTRIB_GENERIC0] = exec->vtx.inputs[0];
         exec->vtx.attrsz[VERT_ATTRIB_GENERIC0] = exec->vtx.attrsz[0];
         exec->vtx.attrptr[VERT_ATTRIB_GENERIC0] = exec->vtx.attrptr[0];
         exec->vtx.attrsz[0] = 0;
      }
      break;
   default:
      assert(0);
   }

   /* Make all active attributes (including edgeflag) available as
    * arrays of floats.
    */
   for (attr = 0; attr < VERT_ATTRIB_MAX ; attr++) {
      const GLuint src = map[attr];

      if (exec->vtx.attrsz[src]) {
	 GLsizeiptr offset = (GLbyte *)exec->vtx.attrptr[src] -
	    (GLbyte *)exec->vtx.vertex;

         /* override the default array set above */
         ASSERT(attr < Elements(exec->vtx.inputs));
         ASSERT(attr < Elements(exec->vtx.arrays)); /* arrays[] */
         exec->vtx.inputs[attr] = &arrays[attr];

         if (_mesa_is_bufferobj(exec->vtx.bufferobj)) {
            /* a real buffer obj: Ptr is an offset, not a pointer*/
            assert(exec->vtx.bufferobj->Pointer);  /* buf should be mapped */
            assert(offset >= 0);
            arrays[attr].Ptr = (GLubyte *)exec->vtx.bufferobj->Offset + offset;
         }
         else {
            /* Ptr into ordinary app memory */
            arrays[attr].Ptr = (GLubyte *)exec->vtx.buffer_map + offset;
         }
	 arrays[attr].Size = exec->vtx.attrsz[src];
	 arrays[attr].StrideB = exec->vtx.vertex_size * sizeof(GLfloat);
	 arrays[attr].Stride = exec->vtx.vertex_size * sizeof(GLfloat);
	 arrays[attr].Type = GL_FLOAT;
         arrays[attr].Format = GL_RGBA;
	 arrays[attr].Enabled = 1;
         arrays[attr]._ElementSize = arrays[attr].Size * sizeof(GLfloat);
         _mesa_reference_buffer_object(ctx,
                                       &arrays[attr].BufferObj,
                                       exec->vtx.bufferobj);
	 arrays[attr]._MaxElement = count; /* ??? */

         varying_inputs |= VERT_BIT(attr);
         ctx->NewState |= _NEW_ARRAY;
      }
   }

   _mesa_set_varying_vp_inputs( ctx, varying_inputs );
}
Beispiel #5
0
static void recalculate_input_bindings( GLcontext *ctx )
{
   struct vbo_context *vbo = vbo_context(ctx);
   struct vbo_exec_context *exec = &vbo->exec;
   const struct gl_client_array **inputs = &exec->array.inputs[0];
   GLuint i;

   exec->array.program_mode = get_program_mode(ctx);
   exec->array.enabled_flags = ctx->Array.ArrayObj->_Enabled;

   switch (exec->array.program_mode) {
   case VP_NONE:
      /* When no vertex program is active, we put the material values
       * into the generic slots.  This is the only situation where
       * material values are available as per-vertex attributes.
       */
      for (i = 0; i <= VERT_ATTRIB_TEX7; i++) {
	 if (exec->array.legacy_array[i]->Enabled)
	    inputs[i] = exec->array.legacy_array[i];
	 else
	    inputs[i] = &vbo->legacy_currval[i];
      }

      for (i = 0; i < MAT_ATTRIB_MAX; i++) {
	 inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->mat_currval[i];
      }

      /* Could use just about anything, just to fill in the empty
       * slots:
       */
      for (i = MAT_ATTRIB_MAX; i < VERT_ATTRIB_MAX - VERT_ATTRIB_GENERIC0; i++)
	 inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i];

      break;
   case VP_NV:
      /* NV_vertex_program - attribute arrays alias and override
       * conventional, legacy arrays.  No materials, and the generic
       * slots are vacant.
       */
      for (i = 0; i <= VERT_ATTRIB_TEX7; i++) {
	 if (exec->array.generic_array[i]->Enabled)
	    inputs[i] = exec->array.generic_array[i];
	 else if (exec->array.legacy_array[i]->Enabled)
	    inputs[i] = exec->array.legacy_array[i];
	 else
	    inputs[i] = &vbo->legacy_currval[i];
      }

      /* Could use just about anything, just to fill in the empty
       * slots:
       */
      for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++)
	 inputs[i] = &vbo->generic_currval[i - VERT_ATTRIB_GENERIC0];

      break;
   case VP_ARB:
      /* ARB_vertex_program - Only the attribute zero (position) array
       * aliases and overrides the legacy position array.  
       *
       * Otherwise, legacy attributes available in the legacy slots,
       * generic attributes in the generic slots and materials are not
       * available as per-vertex attributes.
       */
      if (exec->array.generic_array[0]->Enabled)
	 inputs[0] = exec->array.generic_array[0];
      else if (exec->array.legacy_array[0]->Enabled)
	 inputs[0] = exec->array.legacy_array[0];
      else
	 inputs[0] = &vbo->legacy_currval[0];


      for (i = 1; i <= VERT_ATTRIB_TEX7; i++) {
	 if (exec->array.legacy_array[i]->Enabled)
	    inputs[i] = exec->array.legacy_array[i];
	 else
	    inputs[i] = &vbo->legacy_currval[i];
      }

      for (i = 0; i < 16; i++) {
	 if (exec->array.generic_array[i]->Enabled)
	    inputs[VERT_ATTRIB_GENERIC0 + i] = exec->array.generic_array[i];
	 else
	    inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i];
      }
      break;
   }
}
Beispiel #6
0
/**
 * Treat the vertex storage as a VBO, define vertex arrays pointing
 * into it:
 */
static void vbo_bind_vertex_list(struct gl_context *ctx,
                                 const struct vbo_save_vertex_list *node)
{
   struct vbo_context *vbo = vbo_context(ctx);
   struct vbo_save_context *save = &vbo->save;
   struct gl_client_array *arrays = save->arrays;
   GLuint buffer_offset = node->buffer_offset;
   const GLuint *map;
   GLuint attr;
   GLubyte node_attrsz[VBO_ATTRIB_MAX];  /* copy of node->attrsz[] */
   GLenum node_attrtype[VBO_ATTRIB_MAX];  /* copy of node->attrtype[] */
   GLbitfield64 varying_inputs = 0x0;

   memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz));
   memcpy(node_attrtype, node->attrtype, sizeof(node->attrtype));

   /* Install the default (ie Current) attributes first, then overlay
    * all active ones.
    */
   switch (get_program_mode(ctx)) {
   case VP_NONE:
      for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) {
         save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr];
      }
      for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) {
         save->inputs[VERT_ATTRIB_GENERIC(attr)] =
            &vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+attr];
      }
      map = vbo->map_vp_none;
      break;
   case VP_ARB:
      for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) {
         save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr];
      }
      for (attr = 0; attr < VERT_ATTRIB_GENERIC_MAX; attr++) {
         save->inputs[VERT_ATTRIB_GENERIC(attr)] =
            &vbo->currval[VBO_ATTRIB_GENERIC0+attr];
      }
      map = vbo->map_vp_arb;

      /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read.
       * In that case we effectively need to route the data from
       * glVertexAttrib(0, val) calls to feed into the GENERIC0 input.
       */
      if ((ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_POS) == 0 &&
          (ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) {
         save->inputs[VERT_ATTRIB_GENERIC0] = save->inputs[0];
         node_attrsz[VERT_ATTRIB_GENERIC0] = node_attrsz[0];
         node_attrtype[VERT_ATTRIB_GENERIC0] = node_attrtype[0];
         node_attrsz[0] = 0;
      }
      break;
   default:
      assert(0);
   }

   for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
      const GLuint src = map[attr];

      if (node_attrsz[src]) {
         /* override the default array set above */
         save->inputs[attr] = &arrays[attr];

	 arrays[attr].Ptr = (const GLubyte *) NULL + buffer_offset;
	 arrays[attr].Size = node_attrsz[src];
	 arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat);
         arrays[attr].Type = node_attrtype[src];
         arrays[attr].Integer =
               vbo_attrtype_to_integer_flag(node_attrtype[src]);
         arrays[attr].Format = GL_RGBA;
         arrays[attr]._ElementSize = arrays[attr].Size * sizeof(GLfloat);
         _mesa_reference_buffer_object(ctx,
                                       &arrays[attr].BufferObj,
                                       node->vertex_store->bufferobj);
	 
	 assert(arrays[attr].BufferObj->Name);

	 buffer_offset += node_attrsz[src] * sizeof(GLfloat);
         varying_inputs |= VERT_BIT(attr);
      }
   }

   _mesa_set_varying_vp_inputs( ctx, varying_inputs );
   ctx->NewDriverState |= ctx->DriverFlags.NewArray;
}
Beispiel #7
0
/**
 * Treat the vertex storage as a VBO, define vertex arrays pointing
 * into it:
 */
static void vbo_bind_vertex_list(struct gl_context *ctx,
                                 const struct vbo_save_vertex_list *node)
{
   struct vbo_context *vbo = vbo_context(ctx);
   struct vbo_save_context *save = &vbo->save;
   struct gl_client_array *arrays = save->arrays;
   GLuint buffer_offset = node->buffer_offset;
   const GLuint *map;
   GLuint attr;
   GLubyte node_attrsz[VBO_ATTRIB_MAX];  /* copy of node->attrsz[] */
   GLbitfield varying_inputs = 0x0;

   memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz));

   /* Install the default (ie Current) attributes first, then overlay
    * all active ones.
    */
   switch (get_program_mode(ctx)) {
   case VP_NONE:
      for (attr = 0; attr < 16; attr++) {
         save->inputs[attr] = &vbo->legacy_currval[attr];
      }
      for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) {
         save->inputs[attr + 16] = &vbo->mat_currval[attr];
      }
      map = vbo->map_vp_none;
      break;
   case VP_NV:
   case VP_ARB:
      /* The aliasing of attributes for NV vertex programs has already
       * occurred.  NV vertex programs cannot access material values,
       * nor attributes greater than VERT_ATTRIB_TEX7.  
       */
      for (attr = 0; attr < 16; attr++) {
         save->inputs[attr] = &vbo->legacy_currval[attr];
         save->inputs[attr + 16] = &vbo->generic_currval[attr];
      }
      map = vbo->map_vp_arb;

      /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read.
       * In that case we effectively need to route the data from
       * glVertexAttrib(0, val) calls to feed into the GENERIC0 input.
       */
      if ((ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_POS) == 0 &&
          (ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) {
         save->inputs[16] = save->inputs[0];
         node_attrsz[16] = node_attrsz[0];
         node_attrsz[0] = 0;
      }
      break;
   default:
      assert(0);
   }

   for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
      const GLuint src = map[attr];

      if (node_attrsz[src]) {
         /* override the default array set above */
         save->inputs[attr] = &arrays[attr];

	 arrays[attr].Ptr = (const GLubyte *) NULL + buffer_offset;
	 arrays[attr].Size = node->attrsz[src];
	 arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat);
	 arrays[attr].Stride = node->vertex_size * sizeof(GLfloat);
	 arrays[attr].Type = GL_FLOAT;
         arrays[attr].Format = GL_RGBA;
	 arrays[attr].Enabled = 1;
         arrays[attr]._ElementSize = arrays[attr].Size * sizeof(GLfloat);
         _mesa_reference_buffer_object(ctx,
                                       &arrays[attr].BufferObj,
                                       node->vertex_store->bufferobj);
	 arrays[attr]._MaxElement = node->count; /* ??? */
	 
	 assert(arrays[attr].BufferObj->Name);

	 buffer_offset += node->attrsz[src] * sizeof(GLfloat);
         varying_inputs |= 1<<attr;
         ctx->NewState |= _NEW_ARRAY;
      }
   }

   _mesa_set_varying_vp_inputs( ctx, varying_inputs );
}
Beispiel #8
0
/* TODO: populate these as the vertex is defined:
 */
static void
vbo_exec_bind_arrays( struct gl_context *ctx )
{
   struct vbo_context *vbo = vbo_context(ctx);
   struct vbo_exec_context *exec = &vbo->exec;
   struct gl_client_array *arrays = exec->vtx.arrays;
   const GLuint *map;
   GLuint attr;
   GLbitfield64 varying_inputs = 0x0;

   /* Install the default (ie Current) attributes first, then overlay
    * all active ones.
    */
   switch (get_program_mode(exec->ctx)) {
   case VP_NONE:
      for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) {
         exec->vtx.inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr];
      }
      for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) {
         ASSERT(VERT_ATTRIB_GENERIC(attr) < Elements(exec->vtx.inputs));
         exec->vtx.inputs[VERT_ATTRIB_GENERIC(attr)] =
            &vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+attr];
      }
      map = vbo->map_vp_none;
      break;
   case VP_ARB:
      for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) {
         exec->vtx.inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr];
      }
      for (attr = 0; attr < VERT_ATTRIB_GENERIC_MAX; attr++) {
         ASSERT(VERT_ATTRIB_GENERIC(attr) < Elements(exec->vtx.inputs));
         exec->vtx.inputs[VERT_ATTRIB_GENERIC(attr)] =
            &vbo->currval[VBO_ATTRIB_GENERIC0+attr];
      }
      map = vbo->map_vp_arb;

      /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read.
       * In that case we effectively need to route the data from
       * glVertexAttrib(0, val) calls to feed into the GENERIC0 input.
       */
      if ((ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_POS) == 0 &&
          (ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) {
         exec->vtx.inputs[VERT_ATTRIB_GENERIC0] = exec->vtx.inputs[0];
         exec->vtx.attrsz[VERT_ATTRIB_GENERIC0] = exec->vtx.attrsz[0];
         exec->vtx.attrptr[VERT_ATTRIB_GENERIC0] = exec->vtx.attrptr[0];
         exec->vtx.attrsz[0] = 0;
      }
      break;
   default:
      assert(0);
   }

   for (attr = 0; attr < VERT_ATTRIB_MAX ; attr++) {
      const GLuint src = map[attr];

      if (exec->vtx.attrsz[src]) {
	 GLsizeiptr offset = (GLbyte *)exec->vtx.attrptr[src] -
	    (GLbyte *)exec->vtx.vertex;

         /* override the default array set above */
         ASSERT(attr < Elements(exec->vtx.inputs));
         ASSERT(attr < Elements(exec->vtx.arrays)); /* arrays[] */
         exec->vtx.inputs[attr] = &arrays[attr];

         if (_mesa_is_bufferobj(exec->vtx.bufferobj)) {
            /* a real buffer obj: Ptr is an offset, not a pointer*/
            assert(exec->vtx.bufferobj->Mappings[MAP_INTERNAL].Pointer);
            assert(offset >= 0);
            arrays[attr].Ptr = (GLubyte *)
               exec->vtx.bufferobj->Mappings[MAP_INTERNAL].Offset + offset;
         }
         else {
            /* Ptr into ordinary app memory */
            arrays[attr].Ptr = (GLubyte *)exec->vtx.buffer_map + offset;
         }
	 arrays[attr].Size = exec->vtx.attrsz[src];
	 arrays[attr].StrideB = exec->vtx.vertex_size * sizeof(GLfloat);
	 arrays[attr].Stride = exec->vtx.vertex_size * sizeof(GLfloat);
	 arrays[attr].Type = exec->vtx.attrtype[src];
	 arrays[attr].Integer =
               vbo_attrtype_to_integer_flag(exec->vtx.attrtype[src]);
         arrays[attr].Format = GL_RGBA;
	 arrays[attr].Enabled = 1;
         arrays[attr]._ElementSize = arrays[attr].Size * sizeof(GLfloat);
         _mesa_reference_buffer_object(ctx,
                                       &arrays[attr].BufferObj,
                                       exec->vtx.bufferobj);

         varying_inputs |= VERT_BIT(attr);
      }
   }

   _mesa_set_varying_vp_inputs( ctx, varying_inputs );
   ctx->NewDriverState |= ctx->DriverFlags.NewArray;
}