/*
* Mesa 3-D graphics library
- * Version: 6.5.1
*
* Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*/
/**
/* Author:
- * Keith Whitwell <keith@tungstengraphics.com>
+ * Keith Whitwell <keithw@vmware.com>
*/
#include "glheader.h"
+#include "arrayobj.h"
#include "api_arrayelt.h"
#include "bufferobj.h"
#include "context.h"
#include "imports.h"
#include "macros.h"
-#include "mfeatures.h"
#include "mtypes.h"
#include "main/dispatch.h"
+#include "varray.h"
typedef void (GLAPIENTRY *array_func)( const void * );
typedef struct {
- const struct gl_client_array *array;
+ const struct gl_array_attributes *array;
+ const struct gl_vertex_buffer_binding *binding;
int offset;
} AEarray;
typedef void (GLAPIENTRY *attrib_func)( GLuint indx, const void *data );
typedef struct {
- const struct gl_client_array *array;
+ const struct gl_array_attributes *array;
+ const struct gl_vertex_buffer_binding *binding;
attrib_func func;
GLuint index;
} AEattrib;
typedef struct {
AEarray arrays[32];
AEattrib attribs[VERT_ATTRIB_MAX + 1];
- GLuint NewState;
+ /* List of VBOs we need to map before executing ArrayElements */
struct gl_buffer_object *vbo[VERT_ATTRIB_MAX];
GLuint nr_vbos;
- GLboolean mapped_vbos;
+ GLboolean mapped_vbos; /**< Any currently mapped VBOs? */
+ bool dirty_state;
} AEcontext;
-#define AE_CONTEXT(ctx) ((AEcontext *)(ctx)->aelt_context)
+
+/** Cast wrapper */
+static inline AEcontext *
+AE_CONTEXT(struct gl_context *ctx)
+{
+ return (AEcontext *) ctx->aelt_context;
+}
/*
* in the range [0, 7]. Luckily these type tokens are sequentially
* numbered in gl.h, except for GL_DOUBLE.
*/
-#define TYPE_IDX(t) ( (t) == GL_DOUBLE ? 7 : (t) & 7 )
+static inline int
+TYPE_IDX(GLenum t)
+{
+ return t == GL_DOUBLE ? 7 : t & 7;
+}
-#define NUM_TYPES 8
+bool
+_ae_is_state_dirty(struct gl_context *ctx)
+{
+ return AE_CONTEXT(ctx)->dirty_state;
+}
-#if FEATURE_arrayelt
+
+#define NUM_TYPES 8
static const int ColorFuncs[2][NUM_TYPES] = {
static void GLAPIENTRY
VertexAttrib1dvARB(GLuint index, const GLdouble *v)
{
- CALL_VertexAttrib1dvARB(GET_DISPATCH(), (index, v));
+ CALL_VertexAttrib1dv(GET_DISPATCH(), (index, v));
}
static void GLAPIENTRY
VertexAttrib2dvARB(GLuint index, const GLdouble *v)
{
- CALL_VertexAttrib2dvARB(GET_DISPATCH(), (index, v));
+ CALL_VertexAttrib2dv(GET_DISPATCH(), (index, v));
}
static void GLAPIENTRY
VertexAttrib3dvARB(GLuint index, const GLdouble *v)
{
- CALL_VertexAttrib3dvARB(GET_DISPATCH(), (index, v));
+ CALL_VertexAttrib3dv(GET_DISPATCH(), (index, v));
}
static void GLAPIENTRY
VertexAttrib4dvARB(GLuint index, const GLdouble *v)
{
- CALL_VertexAttrib4dvARB(GET_DISPATCH(), (index, v));
+ CALL_VertexAttrib4dv(GET_DISPATCH(), (index, v));
}
static void GLAPIENTRY
VertexAttribI4bv(GLuint index, const GLbyte *v)
{
- CALL_VertexAttribI4bvEXT(GET_DISPATCH(), (index, v));
+ CALL_VertexAttribI4bv(GET_DISPATCH(), (index, v));
}
static void GLAPIENTRY
VertexAttribI4ubv(GLuint index, const GLubyte *v)
{
- CALL_VertexAttribI4ubvEXT(GET_DISPATCH(), (index, v));
+ CALL_VertexAttribI4ubv(GET_DISPATCH(), (index, v));
}
static void GLAPIENTRY
VertexAttribI4sv(GLuint index, const GLshort *v)
{
- CALL_VertexAttribI4svEXT(GET_DISPATCH(), (index, v));
+ CALL_VertexAttribI4sv(GET_DISPATCH(), (index, v));
}
static void GLAPIENTRY
VertexAttribI4usv(GLuint index, const GLushort *v)
{
- CALL_VertexAttribI4usvEXT(GET_DISPATCH(), (index, v));
+ CALL_VertexAttribI4usv(GET_DISPATCH(), (index, v));
}
CALL_VertexAttribI4uivEXT(GET_DISPATCH(), (index, v));
}
+/* GL_DOUBLE unconverted attributes */
+
+static void GLAPIENTRY
+VertexAttribL1dv(GLuint index, const GLdouble *v)
+{
+ CALL_VertexAttribL1dv(GET_DISPATCH(), (index, v));
+}
+
+static void GLAPIENTRY
+VertexAttribL2dv(GLuint index, const GLdouble *v)
+{
+ CALL_VertexAttribL2dv(GET_DISPATCH(), (index, v));
+}
+static void GLAPIENTRY
+VertexAttribL3dv(GLuint index, const GLdouble *v)
+{
+ CALL_VertexAttribL3dv(GET_DISPATCH(), (index, v));
+}
+static void GLAPIENTRY
+VertexAttribL4dv(GLuint index, const GLdouble *v)
+{
+ CALL_VertexAttribL4dv(GET_DISPATCH(), (index, v));
+}
/*
* Array [unnormalized/normalized/integer][size][type] of VertexAttrib
* functions
*/
-static attrib_func AttribFuncsARB[3][4][NUM_TYPES] = {
+static const attrib_func AttribFuncsARB[4][4][NUM_TYPES] = {
{
/* non-normalized */
{
NULL, /* GL_FLOAT */
NULL /* GL_DOUBLE */
}
+ },
+ {
+ /* double-valued */
+ {
+ /* size 1 */
+ NULL,
+ NULL,
+ NULL,
+ NULL,
+ NULL,
+ NULL,
+ NULL,
+ (attrib_func) VertexAttribL1dv,
+ },
+ {
+ /* size 2 */
+ NULL,
+ NULL,
+ NULL,
+ NULL,
+ NULL,
+ NULL,
+ NULL,
+ (attrib_func) VertexAttribL2dv,
+ },
+ {
+ /* size 3 */
+ NULL,
+ NULL,
+ NULL,
+ NULL,
+ NULL,
+ NULL,
+ NULL,
+ (attrib_func) VertexAttribL3dv,
+ },
+ {
+ /* size 4 */
+ NULL,
+ NULL,
+ NULL,
+ NULL,
+ NULL,
+ NULL,
+ NULL,
+ (attrib_func) VertexAttribL4dv,
+ }
}
-};
-/**********************************************************************/
+};
-GLboolean _ae_create_context( struct gl_context *ctx )
+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_SecondaryColor3bvEXT;
- SecondaryColorFuncs[1] = _gloffset_SecondaryColor3ubvEXT;
- SecondaryColorFuncs[2] = _gloffset_SecondaryColor3svEXT;
- SecondaryColorFuncs[3] = _gloffset_SecondaryColor3usvEXT;
- SecondaryColorFuncs[4] = _gloffset_SecondaryColor3ivEXT;
- SecondaryColorFuncs[5] = _gloffset_SecondaryColor3uivEXT;
+ 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_SecondaryColor3dvEXT;
+ SecondaryColorFuncs[7] = _gloffset_SecondaryColor3dv;
FogCoordFuncs[0] = -1;
FogCoordFuncs[1] = -1;
FogCoordFuncs[4] = -1;
FogCoordFuncs[5] = -1;
FogCoordFuncs[6] = _gloffset_FogCoordfvEXT;
- FogCoordFuncs[7] = _gloffset_FogCoorddvEXT;
+ FogCoordFuncs[7] = _gloffset_FogCoorddv;
- ctx->aelt_context = CALLOC( sizeof(AEcontext) );
+ ctx->aelt_context = calloc(1, sizeof(AEcontext));
if (!ctx->aelt_context)
return GL_FALSE;
- AE_CONTEXT(ctx)->NewState = ~0;
+ AE_CONTEXT(ctx)->dirty_state = true;
return GL_TRUE;
}
-void _ae_destroy_context( struct gl_context *ctx )
+void
+_ae_destroy_context(struct gl_context *ctx)
{
- if ( AE_CONTEXT( ctx ) ) {
- FREE( ctx->aelt_context );
+ if (AE_CONTEXT(ctx)) {
+ free(ctx->aelt_context);
ctx->aelt_context = NULL;
}
}
-static void check_vbo( AEcontext *actx,
- struct gl_buffer_object *vbo )
+
+/**
+ * Check if the given vertex buffer object exists and is not mapped.
+ * If so, add it to the list of buffers we must map before executing
+ * an glArrayElement call.
+ */
+static void
+check_vbo(AEcontext *actx, struct gl_buffer_object *vbo)
{
- if (_mesa_is_bufferobj(vbo) && !_mesa_bufferobj_mapped(vbo)) {
+ if (_mesa_is_bufferobj(vbo) &&
+ !_mesa_bufferobj_mapped(vbo, MAP_INTERNAL)) {
GLuint i;
for (i = 0; i < actx->nr_vbos; i++)
- if (actx->vbo[i] == vbo)
- return;
+ if (actx->vbo[i] == vbo)
+ return; /* already in the list, we're done */
assert(actx->nr_vbos < VERT_ATTRIB_MAX);
actx->vbo[actx->nr_vbos++] = vbo;
}
* etc).
* Note: this may be called during display list construction.
*/
-static void _ae_update_state( struct gl_context *ctx )
+static void
+_ae_update_state(struct gl_context *ctx)
{
AEcontext *actx = AE_CONTEXT(ctx);
- AEarray *aa = actx->arrays;
- AEattrib *at = actx->attribs;
+ AEarray *aa = actx->arrays; /* non-indexed arrays (ex: glNormal) */
+ AEattrib *at = actx->attribs; /* indexed arrays (ex: glMultiTexCoord) */
GLuint i;
- struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
+ struct gl_vertex_array_object *vao = ctx->Array.VAO;
actx->nr_vbos = 0;
/* conventional vertex arrays */
- if (arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) {
- aa->array = &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX];
+ if (vao->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) {
+ aa->array = &vao->VertexAttrib[VERT_ATTRIB_COLOR_INDEX];
+ aa->binding = &vao->BufferBinding[aa->array->BufferBindingIndex];
aa->offset = IndexFuncs[TYPE_IDX(aa->array->Type)];
- check_vbo(actx, aa->array->BufferObj);
+ check_vbo(actx, aa->binding->BufferObj);
aa++;
}
- if (arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) {
- aa->array = &arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG];
+
+ if (vao->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) {
+ aa->array = &vao->VertexAttrib[VERT_ATTRIB_EDGEFLAG];
+ aa->binding = &vao->BufferBinding[aa->array->BufferBindingIndex];
aa->offset = _gloffset_EdgeFlagv;
- check_vbo(actx, aa->array->BufferObj);
+ check_vbo(actx, aa->binding->BufferObj);
aa++;
}
- if (arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) {
- aa->array = &arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL];
+
+ if (vao->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) {
+ aa->array = &vao->VertexAttrib[VERT_ATTRIB_NORMAL];
+ aa->binding = &vao->BufferBinding[aa->array->BufferBindingIndex];
aa->offset = NormalFuncs[TYPE_IDX(aa->array->Type)];
- check_vbo(actx, aa->array->BufferObj);
+ check_vbo(actx, aa->binding->BufferObj);
aa++;
}
- if (arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) {
- aa->array = &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0];
+
+ if (vao->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) {
+ aa->array = &vao->VertexAttrib[VERT_ATTRIB_COLOR0];
+ aa->binding = &vao->BufferBinding[aa->array->BufferBindingIndex];
aa->offset = ColorFuncs[aa->array->Size-3][TYPE_IDX(aa->array->Type)];
- check_vbo(actx, aa->array->BufferObj);
+ check_vbo(actx, aa->binding->BufferObj);
aa++;
}
- if (arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) {
- aa->array = &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1];
+
+ if (vao->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) {
+ aa->array = &vao->VertexAttrib[VERT_ATTRIB_COLOR1];
+ aa->binding = &vao->BufferBinding[aa->array->BufferBindingIndex];
aa->offset = SecondaryColorFuncs[TYPE_IDX(aa->array->Type)];
- check_vbo(actx, aa->array->BufferObj);
+ check_vbo(actx, aa->binding->BufferObj);
aa++;
}
- if (arrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled) {
- aa->array = &arrayObj->VertexAttrib[VERT_ATTRIB_FOG];
+
+ if (vao->VertexAttrib[VERT_ATTRIB_FOG].Enabled) {
+ aa->array = &vao->VertexAttrib[VERT_ATTRIB_FOG];
+ aa->binding = &vao->BufferBinding[aa->array->BufferBindingIndex];
aa->offset = FogCoordFuncs[TYPE_IDX(aa->array->Type)];
- check_vbo(actx, aa->array->BufferObj);
+ check_vbo(actx, aa->binding->BufferObj);
aa++;
}
+
for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
- struct gl_client_array *attribArray = &arrayObj->VertexAttrib[VERT_ATTRIB_TEX(i)];
+ struct gl_array_attributes *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;
- ASSERT(!at->array->Normalized);
+ at->binding = &vao->BufferBinding[attribArray->BufferBindingIndex];
+ 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);
+ check_vbo(actx, at->binding->BufferObj);
at++;
}
}
- /* generic vertex attribute arrays */
+ /* 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)];
+ struct gl_array_attributes *attribArray =
+ &vao->VertexAttrib[VERT_ATTRIB_GENERIC(i)];
if (attribArray->Enabled) {
+ GLint intOrNorm;
at->array = attribArray;
+ at->binding = &vao->BufferBinding[attribArray->BufferBindingIndex];
/* 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)];
- }
+ if (at->array->Doubles)
+ intOrNorm = 3;
+ else 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);
+ check_vbo(actx, at->binding->BufferObj);
at++;
}
}
/* finally, vertex position */
- if (arrayObj->VertexAttrib[VERT_ATTRIB_GENERIC0].Enabled) {
+ 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 = &arrayObj->VertexAttrib[VERT_ATTRIB_GENERIC0];
+ aa->array = &vao->VertexAttrib[VERT_ATTRIB_GENERIC0];
+ aa->binding = &vao->BufferBinding[aa->array->BufferBindingIndex];
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);
+ check_vbo(actx, aa->binding->BufferObj);
aa++;
}
- else if (arrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled) {
- aa->array = &arrayObj->VertexAttrib[VERT_ATTRIB_POS];
+ else if (vao->VertexAttrib[VERT_ATTRIB_POS].Enabled) {
+ aa->array = &vao->VertexAttrib[VERT_ATTRIB_POS];
+ aa->binding = &vao->BufferBinding[aa->array->BufferBindingIndex];
aa->offset = VertexFuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)];
- check_vbo(actx, aa->array->BufferObj);
+ check_vbo(actx, aa->binding->BufferObj);
aa++;
}
- check_vbo(actx, arrayObj->ElementArrayBufferObj);
+ check_vbo(actx, vao->IndexBufferObj);
- ASSERT(at - actx->attribs <= VERT_ATTRIB_MAX);
- ASSERT(aa - actx->arrays < 32);
+ 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;
+ actx->dirty_state = false;
}
-void _ae_map_vbos( struct gl_context *ctx )
+
+/**
+ * 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)
+ if (actx->dirty_state)
_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]);
+ actx->vbo[i],
+ MAP_INTERNAL);
if (actx->nr_vbos)
actx->mapped_vbos = GL_TRUE;
}
-void _ae_unmap_vbos( struct gl_context *ctx )
+
+/**
+ * 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);
+ assert (!actx->dirty_state);
for (i = 0; i < actx->nr_vbos; i++)
- ctx->Driver.UnmapBuffer(ctx, actx->vbo[i]);
+ ctx->Driver.UnmapBuffer(ctx, actx->vbo[i], MAP_INTERNAL);
actx->mapped_vbos = GL_FALSE;
}
* for all enabled vertex arrays (for elt-th element).
* Note: this may be called during display list construction.
*/
-void GLAPIENTRY _ae_ArrayElement( GLint elt )
+void GLAPIENTRY
+_ae_ArrayElement(GLint elt)
{
GET_CURRENT_CONTEXT(ctx);
const AEcontext *actx = AE_CONTEXT(ctx);
const struct _glapi_table * const disp = GET_DISPATCH();
GLboolean do_map;
- if (actx->NewState) {
+ /* 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;
+ }
+
+ if (actx->dirty_state) {
assert(!actx->mapped_vbos);
- _ae_update_state( ctx );
+ _ae_update_state(ctx);
}
- /* Determine if w need to map/unmap VBOs */
+ /* Determine if we 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 );
+ = ADD_POINTERS(at->binding->BufferObj->Mappings[MAP_INTERNAL].Pointer,
+ _mesa_vertex_attrib_address(at->array, at->binding))
+ + elt * at->binding->Stride;
+ 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) );
+ = ADD_POINTERS(aa->binding->BufferObj->Mappings[MAP_INTERNAL].Pointer,
+ _mesa_vertex_attrib_address(aa->array, aa->binding))
+ + elt * aa->binding->Stride;
+ CALL_by_offset(disp, (array_func), aa->offset, ((const void *) src));
}
if (do_map)
}
-void _ae_invalidate_state( struct gl_context *ctx, GLuint new_state )
+void
+_ae_invalidate_state(struct gl_context *ctx)
{
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.
+ * 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;
- }
+ assert(ctx->NewState & (_NEW_ARRAY | _NEW_PROGRAM));
+
+ assert(!actx->mapped_vbos);
+ actx->dirty_state = true;
}
-void _mesa_install_arrayelt_vtxfmt(struct _glapi_table *disp,
- const GLvertexformat *vfmt)
+void
+_mesa_install_arrayelt_vtxfmt(struct _glapi_table *disp,
+ const GLvertexformat *vfmt)
{
SET_ArrayElement(disp, vfmt->ArrayElement);
}
-
-
-#endif /* FEATURE_arrayelt */