Example #1
0
/**
 * Examine the enabled vertex arrays to set the exec->array.inputs[] values.
 * These will point to the arrays to actually use for drawing.  Some will
 * be user-provided arrays, other will be zero-stride const-valued arrays.
 * Note that this might set the _NEW_VARYING_VP_INPUTS dirty flag so state
 * validation must be done after this call.
 */
void
vbo_bind_arrays(struct gl_context *ctx)
{
   struct vbo_context *vbo = vbo_context(ctx);
   struct vbo_exec_context *exec = &vbo->exec;

   vbo_draw_method(vbo, DRAW_ARRAYS);

   if (exec->array.recalculate_inputs) {
      recalculate_input_bindings(ctx);
      exec->array.recalculate_inputs = GL_FALSE;

      /* Again... because we may have changed the bitmask of per-vertex varying
       * attributes.  If we regenerate the fixed-function vertex program now
       * we may be able to prune down the number of vertex attributes which we
       * need in the shader.
       */
      if (ctx->NewState) {
         /* Setting "validating" to TRUE prevents _mesa_update_state from
          * invalidating what we just did.
          */
         exec->validating = GL_TRUE;
         _mesa_update_state(ctx);
         exec->validating = GL_FALSE;
      }
   }
}
Example #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
}