-static void _ae_update_state( struct gl_context *ctx )
-{
- AEcontext *actx = AE_CONTEXT(ctx);
- AEarray *aa = actx->arrays;
- AEattrib *at = actx->attribs;
- GLuint i;
- struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
-
- actx->nr_vbos = 0;
-
- /* conventional vertex arrays */
- if (arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) {
- aa->array = &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX];
- aa->offset = IndexFuncs[TYPE_IDX(aa->array->Type)];
- check_vbo(actx, aa->array->BufferObj);
- aa++;
- }
- if (arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) {
- aa->array = &arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG];
- aa->offset = _gloffset_EdgeFlagv;
- check_vbo(actx, aa->array->BufferObj);
- aa++;
- }
- if (arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) {
- aa->array = &arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL];
- aa->offset = NormalFuncs[TYPE_IDX(aa->array->Type)];
- check_vbo(actx, aa->array->BufferObj);
- aa++;
- }
- if (arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) {
- aa->array = &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0];
- aa->offset = ColorFuncs[aa->array->Size-3][TYPE_IDX(aa->array->Type)];
- check_vbo(actx, aa->array->BufferObj);
- aa++;
- }
- if (arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) {
- aa->array = &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1];
- aa->offset = SecondaryColorFuncs[TYPE_IDX(aa->array->Type)];
- check_vbo(actx, aa->array->BufferObj);
- aa++;
- }
- if (arrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled) {
- aa->array = &arrayObj->VertexAttrib[VERT_ATTRIB_FOG];
- 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 = &arrayObj->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;
- 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_GENERIC_MAX; i++) { /* skip zero! */
- struct gl_client_array *attribArray = &arrayObj->VertexAttrib[VERT_ATTRIB_GENERIC(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_ArrayElement() 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 {
- GLint intOrNorm;
- 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->array->BufferObj);
- at++;
- }
- }