예제 #1
0
/**
 * 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_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
                         + (unsigned long) 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
                         + (unsigned long) aa->array->Ptr
                         + elt * aa->array->StrideB;
      aa->func( src );
   }
}
예제 #2
0
void _ae_destroy_context( GLcontext *ctx )
{
   if ( AE_CONTEXT( ctx ) ) {
      FREE( ctx->aelt_context );
      ctx->aelt_context = 0;
   }
}
예제 #3
0
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_SecondaryColor3bv;
   SecondaryColorFuncs[1] = _gloffset_SecondaryColor3ubv;
   SecondaryColorFuncs[2] = _gloffset_SecondaryColor3sv;
   SecondaryColorFuncs[3] = _gloffset_SecondaryColor3usv;
   SecondaryColorFuncs[4] = _gloffset_SecondaryColor3iv;
   SecondaryColorFuncs[5] = _gloffset_SecondaryColor3uiv;
   SecondaryColorFuncs[6] = _gloffset_SecondaryColor3fvEXT;
   SecondaryColorFuncs[7] = _gloffset_SecondaryColor3dv;

   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_FogCoorddv;

   ctx->aelt_context = calloc(1, sizeof(AEcontext));
   if (!ctx->aelt_context)
      return GL_FALSE;

   AE_CONTEXT(ctx)->NewState = ~0;
   return GL_TRUE;
}
예제 #4
0
파일: api_arrayelt.c 프로젝트: nikai3d/mesa
void _ae_destroy_context( struct gl_context *ctx )
{
   if ( AE_CONTEXT( ctx ) ) {
      FREE( ctx->aelt_context );
      ctx->aelt_context = NULL;
   }
}
예제 #5
0
/**
 * 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_loopback_array_elt( 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();


   if (actx->NewState)
      _ae_update_state( ctx );

   /* generic attributes */
   for (at = actx->attribs; at->func; at++) {
      const GLubyte *src
         = ADD_POINTERS(at->array->BufferObj->Data, at->array->Ptr)
         + elt * at->array->StrideB;
      at->func( at->index, src );
   }

   /* conventional arrays */
   for (aa = actx->arrays; aa->offset != -1 ; aa++) {
      const GLubyte *src
         = ADD_POINTERS(aa->array->BufferObj->Data, aa->array->Ptr)
         + elt * aa->array->StrideB;
      CALL_by_offset( disp, (array_func), aa->offset, 
		      ((const void *) src) );
   }
}
예제 #6
0
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;
}
예제 #7
0
/**
 * Unmap VBOs
 */
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, actx->vbo[i], MAP_INTERNAL);

   actx->mapped_vbos = GL_FALSE;
}
예제 #8
0
void _ae_unmap_vbos( GLcontext *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;
}
예제 #9
0
/**
 * 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 PrimitiveRestart is enabled and the index is the RestartIndex
    * then we call PrimitiveRestartNV and return.
    */
   if (ctx->Array.PrimitiveRestart && (elt == ctx->Array.RestartIndex)) {
      CALL_PrimitiveRestartNV((struct _glapi_table *)disp, ());
      return;
   }
예제 #10
0
void _ae_map_vbos( GLcontext *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;
}
예제 #11
0
void _ae_invalidate_state( GLcontext *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;
   }
}
예제 #12
0
/**
 * Before replaying glArrayElements calls we need to map (for reading) any
 * VBOs referenced by the enabled vertex arrays.
 */
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.MapBufferRange(ctx, 0,
				 actx->vbo[i]->Size,
				 GL_MAP_READ_BIT,
				 actx->vbo[i]);

   if (actx->nr_vbos)
      actx->mapped_vbos = GL_TRUE;
}
예제 #13
0
파일: api_arrayelt.c 프로젝트: nikai3d/mesa
/**
 * 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);
}
예제 #14
0
void _ae_invalidate_state( GLcontext *ctx, GLuint new_state )
{
   AE_CONTEXT(ctx)->NewState |= new_state;
}
예제 #15
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;
}
예제 #16
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;

   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;
}
예제 #17
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;
}
예제 #18
0
파일: api_arrayelt.c 프로젝트: basecq/q2dos
/**
 * 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;
}