-/* $Id: api_arrayelt.c,v 1.5 2001/12/28 06:28:10 gareth Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 3.5
+ * Version: 6.3
*
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
*/
/* Author:
- * Keith Whitwell <keith_whitwell@yahoo.com>
+ * Keith Whitwell <keith@tungstengraphics.com>
*/
#include "glheader.h"
#include "api_arrayelt.h"
#include "context.h"
#include "glapi.h"
-#include "mem.h"
+#include "imports.h"
#include "macros.h"
#include "mtypes.h"
-
-typedef void (*texarray_func)( GLenum, const void * );
+typedef void (GLAPIENTRY *array_func)( const void * );
typedef struct {
- GLint unit;
- struct gl_client_array *array;
- texarray_func func;
-} AEtexarray;
+ const struct gl_client_array *array;
+ array_func func;
+} AEarray;
-typedef void (*array_func)( const void * );
+typedef void (GLAPIENTRY *attrib_func)( GLuint indx, const void *data );
typedef struct {
- struct gl_client_array *array;
- array_func func;
-} AEarray;
+ const struct gl_client_array *array;
+ attrib_func func;
+ GLuint index;
+} AEattrib;
typedef struct {
- AEtexarray texarrays[MAX_TEXTURE_UNITS+1];
AEarray arrays[32];
+ AEattrib attribs[VERT_ATTRIB_MAX + 1];
GLuint NewState;
} AEcontext;
#define AE_CONTEXT(ctx) ((AEcontext *)(ctx)->aelt_context)
-#define TYPE_IDX(t) ((t) & 0xf)
-
-static void (*colorfuncs[2][8])( const void * ) = {
- { (array_func)glColor3bv,
- (array_func)glColor3ub,
- (array_func)glColor3sv,
- (array_func)glColor3usv,
- (array_func)glColor3iv,
- (array_func)glColor3uiv,
- (array_func)glColor3fv,
- (array_func)glColor3dv },
-
- { (array_func)glColor4bv,
- (array_func)glColor4ub,
- (array_func)glColor4sv,
- (array_func)glColor4usv,
- (array_func)glColor4iv,
- (array_func)glColor4uiv,
- (array_func)glColor4fv,
- (array_func)glColor4dv }
+
+/*
+ * Convert GL_BYTE, GL_UNSIGNED_BYTE, .. GL_DOUBLE into an integer
+ * 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 void GLAPIENTRY Color3bv(const GLbyte *v)
+{
+ GL_CALL(Color3bv)(v);
+}
+
+static void GLAPIENTRY Color3ubv(const GLubyte *v)
+{
+ GL_CALL(Color3ubv)(v);
+}
+
+static void GLAPIENTRY Color3sv(const GLshort *v)
+{
+ GL_CALL(Color3sv)(v);
+}
+
+static void GLAPIENTRY Color3usv(const GLushort *v)
+{
+ GL_CALL(Color3usv)(v);
+}
+
+static void GLAPIENTRY Color3iv(const GLint *v)
+{
+ GL_CALL(Color3iv)(v);
+}
+
+static void GLAPIENTRY Color3uiv(const GLuint *v)
+{
+ GL_CALL(Color3uiv)(v);
+}
+
+static void GLAPIENTRY Color3fv(const GLfloat *v)
+{
+ GL_CALL(Color3fv)(v);
+}
+
+static void GLAPIENTRY Color3dv(const GLdouble *v)
+{
+ GL_CALL(Color3dv)(v);
+}
+
+static void GLAPIENTRY Color4bv(const GLbyte *v)
+{
+ GL_CALL(Color4bv)(v);
+}
+
+static void GLAPIENTRY Color4ubv(const GLubyte *v)
+{
+ GL_CALL(Color4ubv)(v);
+}
+
+static void GLAPIENTRY Color4sv(const GLshort *v)
+{
+ GL_CALL(Color4sv)(v);
+}
+
+static void GLAPIENTRY Color4usv(const GLushort *v)
+{
+ GL_CALL(Color4usv)(v);
+}
+
+static void GLAPIENTRY Color4iv(const GLint *v)
+{
+ GL_CALL(Color4iv)(v);
+}
+
+static void GLAPIENTRY Color4uiv(const GLuint *v)
+{
+ GL_CALL(Color4uiv)(v);
+}
+
+static void GLAPIENTRY Color4fv(const GLfloat *v)
+{
+ GL_CALL(Color4fv)(v);
+}
+
+static void GLAPIENTRY Color4dv(const GLdouble *v)
+{
+ GL_CALL(Color4dv)(v);
+}
+
+static const array_func ColorFuncs[2][8] = {
+ {
+ (array_func) Color3bv,
+ (array_func) Color3ubv,
+ (array_func) Color3sv,
+ (array_func) Color3usv,
+ (array_func) Color3iv,
+ (array_func) Color3uiv,
+ (array_func) Color3fv,
+ (array_func) Color3dv,
+ },
+ {
+ (array_func) Color4bv,
+ (array_func) Color4ubv,
+ (array_func) Color4sv,
+ (array_func) Color4usv,
+ (array_func) Color4iv,
+ (array_func) Color4uiv,
+ (array_func) Color4fv,
+ (array_func) Color4dv,
+ },
};
-static void (*vertexfuncs[3][8])( const void * ) = {
- { 0,
- 0,
- (array_func)glVertex2sv,
- 0,
- (array_func)glVertex2iv,
- 0,
- (array_func)glVertex2fv,
- (array_func)glVertex2dv },
-
- { 0,
- 0,
- (array_func)glVertex3sv,
- 0,
- (array_func)glVertex3iv,
- 0,
- (array_func)glVertex3fv,
- (array_func)glVertex3dv },
-
- { 0,
- 0,
- (array_func)glVertex4sv,
- 0,
- (array_func)glVertex4iv,
- 0,
- (array_func)glVertex4fv,
- (array_func)glVertex4dv }
+static void GLAPIENTRY Vertex2sv(const GLshort *v)
+{
+ GL_CALL(Vertex2sv)(v);
+}
+
+static void GLAPIENTRY Vertex2iv(const GLint *v)
+{
+ GL_CALL(Vertex2iv)(v);
+}
+
+static void GLAPIENTRY Vertex2fv(const GLfloat *v)
+{
+ GL_CALL(Vertex2fv)(v);
+}
+
+static void GLAPIENTRY Vertex2dv(const GLdouble *v)
+{
+ GL_CALL(Vertex2dv)(v);
+}
+
+static void GLAPIENTRY Vertex3sv(const GLshort *v)
+{
+ GL_CALL(Vertex3sv)(v);
+}
+
+static void GLAPIENTRY Vertex3iv(const GLint *v)
+{
+ GL_CALL(Vertex3iv)(v);
+}
+
+static void GLAPIENTRY Vertex3fv(const GLfloat *v)
+{
+ GL_CALL(Vertex3fv)(v);
+}
+
+static void GLAPIENTRY Vertex3dv(const GLdouble *v)
+{
+ GL_CALL(Vertex3dv)(v);
+}
+
+static void GLAPIENTRY Vertex4sv(const GLshort *v)
+{
+ GL_CALL(Vertex4sv)(v);
+}
+
+static void GLAPIENTRY Vertex4iv(const GLint *v)
+{
+ GL_CALL(Vertex4iv)(v);
+}
+
+static void GLAPIENTRY Vertex4fv(const GLfloat *v)
+{
+ GL_CALL(Vertex4fv)(v);
+}
+
+static void GLAPIENTRY Vertex4dv(const GLdouble *v)
+{
+ GL_CALL(Vertex4dv)(v);
+}
+
+static const array_func VertexFuncs[3][8] = {
+ {
+ NULL,
+ NULL,
+ (array_func) Vertex2sv,
+ NULL,
+ (array_func) Vertex2iv,
+ NULL,
+ (array_func) Vertex2fv,
+ (array_func) Vertex2dv,
+ },
+ {
+ NULL,
+ NULL,
+ (array_func) Vertex3sv,
+ NULL,
+ (array_func) Vertex3iv,
+ NULL,
+ (array_func) Vertex3fv,
+ (array_func) Vertex3dv,
+ },
+ {
+ NULL,
+ NULL,
+ (array_func) Vertex4sv,
+ NULL,
+ (array_func) Vertex4iv,
+ NULL,
+ (array_func) Vertex4fv,
+ (array_func) Vertex4dv,
+ },
};
+static void GLAPIENTRY Indexubv(const GLubyte *c)
+{
+ GL_CALL(Indexubv)(c);
+}
-static void (*multitexfuncs[4][8])( GLenum, const void * ) = {
- { 0,
- 0,
- (texarray_func)glMultiTexCoord1svARB,
- 0,
- (texarray_func)glMultiTexCoord1ivARB,
- 0,
- (texarray_func)glMultiTexCoord1fvARB,
- (texarray_func)glMultiTexCoord1dvARB },
-
- { 0,
- 0,
- (texarray_func)glMultiTexCoord2svARB,
- 0,
- (texarray_func)glMultiTexCoord2ivARB,
- 0,
- (texarray_func)glMultiTexCoord2fvARB,
- (texarray_func)glMultiTexCoord2dvARB },
-
- { 0,
- 0,
- (texarray_func)glMultiTexCoord3svARB,
- 0,
- (texarray_func)glMultiTexCoord3ivARB,
- 0,
- (texarray_func)glMultiTexCoord3fvARB,
- (texarray_func)glMultiTexCoord3dvARB },
-
- { 0,
- 0,
- (texarray_func)glMultiTexCoord4svARB,
- 0,
- (texarray_func)glMultiTexCoord4ivARB,
- 0,
- (texarray_func)glMultiTexCoord4fvARB,
- (texarray_func)glMultiTexCoord4dvARB }
+static void GLAPIENTRY Indexsv(const GLshort *c)
+{
+ GL_CALL(Indexsv)(c);
+}
+
+static void GLAPIENTRY Indexiv(const GLint *c)
+{
+ GL_CALL(Indexiv)(c);
+}
+
+static void GLAPIENTRY Indexfv(const GLfloat *c)
+{
+ GL_CALL(Indexfv)(c);
+}
+
+static void GLAPIENTRY Indexdv(const GLdouble *c)
+{
+ GL_CALL(Indexdv)(c);
+}
+
+static const array_func IndexFuncs[8] = {
+ NULL,
+ (array_func) Indexubv,
+ (array_func) Indexsv,
+ NULL,
+ (array_func) Indexiv,
+ NULL,
+ (array_func) Indexfv,
+ (array_func) Indexdv,
};
-static void (*indexfuncs[8])( const void * ) = {
- 0,
- (array_func)glIndexubv,
- (array_func)glIndexsv,
- 0,
- (array_func)glIndexiv,
- 0,
- (array_func)glIndexfv,
- (array_func)glIndexdv
+static void GLAPIENTRY Normal3bv(const GLbyte *v)
+{
+ GL_CALL(Normal3bv)(v);
+}
+
+static void GLAPIENTRY Normal3sv(const GLshort *v)
+{
+ GL_CALL(Normal3sv)(v);
+}
+
+static void GLAPIENTRY Normal3iv(const GLint *v)
+{
+ GL_CALL(Normal3iv)(v);
+}
+
+static void GLAPIENTRY Normal3fv(const GLfloat *v)
+{
+ GL_CALL(Normal3fv)(v);
+}
+
+static void GLAPIENTRY Normal3dv(const GLdouble *v)
+{
+ GL_CALL(Normal3dv)(v);
+}
+
+static const array_func NormalFuncs[8] = {
+ (array_func) Normal3bv,
+ NULL,
+ (array_func) Normal3sv,
+ NULL,
+ (array_func) Normal3iv,
+ NULL,
+ (array_func) Normal3fv,
+ (array_func) Normal3dv,
+};
+
+/* Wrapper functions in case glSecondaryColor*EXT doesn't exist */
+static void GLAPIENTRY SecondaryColor3bvEXT(const GLbyte *c)
+{
+ GL_CALL(SecondaryColor3bvEXT)(c);
+}
+
+static void GLAPIENTRY SecondaryColor3ubvEXT(const GLubyte *c)
+{
+ GL_CALL(SecondaryColor3ubvEXT)(c);
+}
+
+static void GLAPIENTRY SecondaryColor3svEXT(const GLshort *c)
+{
+ GL_CALL(SecondaryColor3svEXT)(c);
+}
+
+static void GLAPIENTRY SecondaryColor3usvEXT(const GLushort *c)
+{
+ GL_CALL(SecondaryColor3usvEXT)(c);
+}
+
+static void GLAPIENTRY SecondaryColor3ivEXT(const GLint *c)
+{
+ GL_CALL(SecondaryColor3ivEXT)(c);
+}
+
+static void GLAPIENTRY SecondaryColor3uivEXT(const GLuint *c)
+{
+ GL_CALL(SecondaryColor3uivEXT)(c);
+}
+
+static void GLAPIENTRY SecondaryColor3fvEXT(const GLfloat *c)
+{
+ GL_CALL(SecondaryColor3fvEXT)(c);
+}
+
+static void GLAPIENTRY SecondaryColor3dvEXT(const GLdouble *c)
+{
+ GL_CALL(SecondaryColor3dvEXT)(c);
+}
+
+static const array_func SecondaryColorFuncs[8] = {
+ (array_func) SecondaryColor3bvEXT,
+ (array_func) SecondaryColor3ubvEXT,
+ (array_func) SecondaryColor3svEXT,
+ (array_func) SecondaryColor3usvEXT,
+ (array_func) SecondaryColor3ivEXT,
+ (array_func) SecondaryColor3uivEXT,
+ (array_func) SecondaryColor3fvEXT,
+ (array_func) SecondaryColor3dvEXT,
};
-static void (*normalfuncs[8])( const void * ) = {
- (array_func)glNormal3bv,
- 0,
- (array_func)glNormal3sv,
- 0,
- (array_func)glNormal3iv,
- 0,
- (array_func)glNormal3fv,
- (array_func)glNormal3dv,
+/* Again, wrapper functions in case glSecondaryColor*EXT doesn't exist */
+static void GLAPIENTRY FogCoordfvEXT(const GLfloat *f)
+{
+ GL_CALL(FogCoordfvEXT)(f);
+}
+
+static void GLAPIENTRY FogCoorddvEXT(const GLdouble *f)
+{
+ GL_CALL(FogCoorddvEXT)(f);
+}
+
+static const array_func FogCoordFuncs[8] = {
+ NULL,
+ NULL,
+ NULL,
+ NULL,
+ NULL,
+ NULL,
+ (array_func) FogCoordfvEXT,
+ (array_func) FogCoorddvEXT
};
-static void (*fogcoordfuncs[8])( const void * );
-static void (*secondarycolorfuncs[8])( const void * );
+/**********************************************************************/
-GLboolean _ae_create_context( GLcontext *ctx )
+/* GL_BYTE attributes */
+
+static void GLAPIENTRY VertexAttrib1NbvNV(GLuint index, const GLbyte *v)
{
- static int firsttime = 1;
+ GL_CALL(VertexAttrib1fNV)(index, BYTE_TO_FLOAT(v[0]));
+}
- ctx->aelt_context = MALLOC( sizeof(AEcontext) );
- if (!ctx->aelt_context)
- return GL_FALSE;
+static void GLAPIENTRY VertexAttrib1bvNV(GLuint index, const GLbyte *v)
+{
+ GL_CALL(VertexAttrib1fNV)(index, v[0]);
+}
+static void GLAPIENTRY VertexAttrib2NbvNV(GLuint index, const GLbyte *v)
+{
+ GL_CALL(VertexAttrib2fNV)(index, BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]));
+}
- if (firsttime)
- {
- firsttime = 0;
+static void GLAPIENTRY VertexAttrib2bvNV(GLuint index, const GLbyte *v)
+{
+ GL_CALL(VertexAttrib2fNV)(index, v[0], v[1]);
+}
- /* Don't really want to use api_compat.h for this, but the
- * rational for using _glapi_get_proc_address is the same.
- */
- fogcoordfuncs[0] = (array_func) _glapi_get_proc_address("glSecondaryColor3bvEXT");
- fogcoordfuncs[1] = (array_func) _glapi_get_proc_address("glSecondaryColor3ubvEXT");
- fogcoordfuncs[2] = (array_func) _glapi_get_proc_address("glSecondaryColor3svEXT");
- fogcoordfuncs[3] = (array_func) _glapi_get_proc_address("glSecondaryColor3usvEXT");
- fogcoordfuncs[4] = (array_func) _glapi_get_proc_address("glSecondaryColor3ivEXT");
- fogcoordfuncs[5] = (array_func) _glapi_get_proc_address("glSecondaryColor3uivEXT");
- fogcoordfuncs[6] = (array_func) _glapi_get_proc_address("glSecondaryColor3fvEXT");
- fogcoordfuncs[7] = (array_func) _glapi_get_proc_address("glSecondaryColor3dvEXT");
-
- secondarycolorfuncs[6] = (array_func) _glapi_get_proc_address("glFogCoordfvEXT");
- secondarycolorfuncs[7] = (array_func) _glapi_get_proc_address("glFogCoorddvEXT");
+static void GLAPIENTRY VertexAttrib3NbvNV(GLuint index, const GLbyte *v)
+{
+ GL_CALL(VertexAttrib3fNV)(index, BYTE_TO_FLOAT(v[0]),
+ BYTE_TO_FLOAT(v[1]),
+ BYTE_TO_FLOAT(v[2]));
+}
+
+static void GLAPIENTRY VertexAttrib3bvNV(GLuint index, const GLbyte *v)
+{
+ GL_CALL(VertexAttrib3fNV)(index, v[0], v[1], v[2]);
+}
+
+static void GLAPIENTRY VertexAttrib4NbvNV(GLuint index, const GLbyte *v)
+{
+ GL_CALL(VertexAttrib4fNV)(index, BYTE_TO_FLOAT(v[0]),
+ BYTE_TO_FLOAT(v[1]),
+ BYTE_TO_FLOAT(v[2]),
+ BYTE_TO_FLOAT(v[3]));
+}
+
+static void GLAPIENTRY VertexAttrib4bvNV(GLuint index, const GLbyte *v)
+{
+ GL_CALL(VertexAttrib4fNV)(index, v[0], v[1], v[2], v[3]);
+}
+
+/* GL_UNSIGNED_BYTE attributes */
+
+static void GLAPIENTRY VertexAttrib1NubvNV(GLuint index, const GLubyte *v)
+{
+ GL_CALL(VertexAttrib1fNV)(index, UBYTE_TO_FLOAT(v[0]));
+}
+
+static void GLAPIENTRY VertexAttrib1ubvNV(GLuint index, const GLubyte *v)
+{
+ GL_CALL(VertexAttrib1fNV)(index, v[0]);
+}
+
+static void GLAPIENTRY VertexAttrib2NubvNV(GLuint index, const GLubyte *v)
+{
+ GL_CALL(VertexAttrib2fNV)(index, UBYTE_TO_FLOAT(v[0]),
+ UBYTE_TO_FLOAT(v[1]));
+}
+
+static void GLAPIENTRY VertexAttrib2ubvNV(GLuint index, const GLubyte *v)
+{
+ GL_CALL(VertexAttrib2fNV)(index, v[0], v[1]);
+}
+
+static void GLAPIENTRY VertexAttrib3NubvNV(GLuint index, const GLubyte *v)
+{
+ GL_CALL(VertexAttrib3fNV)(index, UBYTE_TO_FLOAT(v[0]),
+ UBYTE_TO_FLOAT(v[1]),
+ UBYTE_TO_FLOAT(v[2]));
+}
+static void GLAPIENTRY VertexAttrib3ubvNV(GLuint index, const GLubyte *v)
+{
+ GL_CALL(VertexAttrib3fNV)(index, v[0], v[1], v[2]);
+}
+
+static void GLAPIENTRY VertexAttrib4NubvNV(GLuint index, const GLubyte *v)
+{
+ GL_CALL(VertexAttrib4fNV)(index, UBYTE_TO_FLOAT(v[0]),
+ UBYTE_TO_FLOAT(v[1]),
+ UBYTE_TO_FLOAT(v[2]),
+ UBYTE_TO_FLOAT(v[3]));
+}
+
+static void GLAPIENTRY VertexAttrib4ubvNV(GLuint index, const GLubyte *v)
+{
+ GL_CALL(VertexAttrib4fNV)(index, v[0], v[1], v[2], v[3]);
+}
+
+/* GL_SHORT attributes */
+
+static void GLAPIENTRY VertexAttrib1NsvNV(GLuint index, const GLshort *v)
+{
+ GL_CALL(VertexAttrib1fNV)(index, SHORT_TO_FLOAT(v[0]));
+}
+
+static void GLAPIENTRY VertexAttrib1svNV(GLuint index, const GLshort *v)
+{
+ GL_CALL(VertexAttrib1fNV)(index, v[0]);
+}
+
+static void GLAPIENTRY VertexAttrib2NsvNV(GLuint index, const GLshort *v)
+{
+ GL_CALL(VertexAttrib2fNV)(index, SHORT_TO_FLOAT(v[0]),
+ SHORT_TO_FLOAT(v[1]));
+}
+
+static void GLAPIENTRY VertexAttrib2svNV(GLuint index, const GLshort *v)
+{
+ GL_CALL(VertexAttrib2fNV)(index, v[0], v[1]);
+}
+
+static void GLAPIENTRY VertexAttrib3NsvNV(GLuint index, const GLshort *v)
+{
+ GL_CALL(VertexAttrib3fNV)(index, SHORT_TO_FLOAT(v[0]),
+ SHORT_TO_FLOAT(v[1]),
+ SHORT_TO_FLOAT(v[2]));
+}
+
+static void GLAPIENTRY VertexAttrib3svNV(GLuint index, const GLshort *v)
+{
+ GL_CALL(VertexAttrib3fNV)(index, v[0], v[1], v[2]);
+}
+
+static void GLAPIENTRY VertexAttrib4NsvNV(GLuint index, const GLshort *v)
+{
+ GL_CALL(VertexAttrib4fNV)(index, SHORT_TO_FLOAT(v[0]),
+ SHORT_TO_FLOAT(v[1]),
+ SHORT_TO_FLOAT(v[2]),
+ SHORT_TO_FLOAT(v[3]));
+}
+
+static void GLAPIENTRY VertexAttrib4svNV(GLuint index, const GLshort *v)
+{
+ GL_CALL(VertexAttrib4fNV)(index, v[0], v[1], v[2], v[3]);
+}
+
+/* GL_UNSIGNED_SHORT attributes */
+
+static void GLAPIENTRY VertexAttrib1NusvNV(GLuint index, const GLushort *v)
+{
+ GL_CALL(VertexAttrib1fNV)(index, USHORT_TO_FLOAT(v[0]));
+}
+
+static void GLAPIENTRY VertexAttrib1usvNV(GLuint index, const GLushort *v)
+{
+ GL_CALL(VertexAttrib1fNV)(index, v[0]);
+}
+
+static void GLAPIENTRY VertexAttrib2NusvNV(GLuint index, const GLushort *v)
+{
+ GL_CALL(VertexAttrib2fNV)(index, USHORT_TO_FLOAT(v[0]),
+ USHORT_TO_FLOAT(v[1]));
+}
+
+static void GLAPIENTRY VertexAttrib2usvNV(GLuint index, const GLushort *v)
+{
+ GL_CALL(VertexAttrib2fNV)(index, v[0], v[1]);
+}
+
+static void GLAPIENTRY VertexAttrib3NusvNV(GLuint index, const GLushort *v)
+{
+ GL_CALL(VertexAttrib3fNV)(index, USHORT_TO_FLOAT(v[0]),
+ USHORT_TO_FLOAT(v[1]),
+ USHORT_TO_FLOAT(v[2]));
+}
+
+static void GLAPIENTRY VertexAttrib3usvNV(GLuint index, const GLushort *v)
+{
+ GL_CALL(VertexAttrib3fNV)(index, v[0], v[1], v[2]);
+}
+
+static void GLAPIENTRY VertexAttrib4NusvNV(GLuint index, const GLushort *v)
+{
+ GL_CALL(VertexAttrib4fNV)(index, USHORT_TO_FLOAT(v[0]),
+ USHORT_TO_FLOAT(v[1]),
+ USHORT_TO_FLOAT(v[2]),
+ USHORT_TO_FLOAT(v[3]));
+}
+
+static void GLAPIENTRY VertexAttrib4usvNV(GLuint index, const GLushort *v)
+{
+ GL_CALL(VertexAttrib4fNV)(index, v[0], v[1], v[2], v[3]);
+}
+
+/* GL_INT attributes */
+
+static void GLAPIENTRY VertexAttrib1NivNV(GLuint index, const GLint *v)
+{
+ GL_CALL(VertexAttrib1fNV)(index, INT_TO_FLOAT(v[0]));
+}
+
+static void GLAPIENTRY VertexAttrib1ivNV(GLuint index, const GLint *v)
+{
+ GL_CALL(VertexAttrib1fNV)(index, v[0]);
+}
+
+static void GLAPIENTRY VertexAttrib2NivNV(GLuint index, const GLint *v)
+{
+ GL_CALL(VertexAttrib2fNV)(index, INT_TO_FLOAT(v[0]),
+ INT_TO_FLOAT(v[1]));
+}
+
+static void GLAPIENTRY VertexAttrib2ivNV(GLuint index, const GLint *v)
+{
+ GL_CALL(VertexAttrib2fNV)(index, v[0], v[1]);
+}
+
+static void GLAPIENTRY VertexAttrib3NivNV(GLuint index, const GLint *v)
+{
+ GL_CALL(VertexAttrib3fNV)(index, INT_TO_FLOAT(v[0]),
+ INT_TO_FLOAT(v[1]),
+ INT_TO_FLOAT(v[2]));
+}
+
+static void GLAPIENTRY VertexAttrib3ivNV(GLuint index, const GLint *v)
+{
+ GL_CALL(VertexAttrib3fNV)(index, v[0], v[1], v[2]);
+}
+
+static void GLAPIENTRY VertexAttrib4NivNV(GLuint index, const GLint *v)
+{
+ GL_CALL(VertexAttrib4fNV)(index, INT_TO_FLOAT(v[0]),
+ INT_TO_FLOAT(v[1]),
+ INT_TO_FLOAT(v[2]),
+ INT_TO_FLOAT(v[3]));
+}
+
+static void GLAPIENTRY VertexAttrib4ivNV(GLuint index, const GLint *v)
+{
+ GL_CALL(VertexAttrib4fNV)(index, v[0], v[1], v[2], v[3]);
+}
+
+/* GL_UNSIGNED_INT attributes */
+
+static void GLAPIENTRY VertexAttrib1NuivNV(GLuint index, const GLuint *v)
+{
+ GL_CALL(VertexAttrib1fNV)(index, UINT_TO_FLOAT(v[0]));
+}
+
+static void GLAPIENTRY VertexAttrib1uivNV(GLuint index, const GLuint *v)
+{
+ GL_CALL(VertexAttrib1fNV)(index, v[0]);
+}
+
+static void GLAPIENTRY VertexAttrib2NuivNV(GLuint index, const GLuint *v)
+{
+ GL_CALL(VertexAttrib2fNV)(index, UINT_TO_FLOAT(v[0]),
+ UINT_TO_FLOAT(v[1]));
+}
+
+static void GLAPIENTRY VertexAttrib2uivNV(GLuint index, const GLuint *v)
+{
+ GL_CALL(VertexAttrib2fNV)(index, v[0], v[1]);
+}
+
+static void GLAPIENTRY VertexAttrib3NuivNV(GLuint index, const GLuint *v)
+{
+ GL_CALL(VertexAttrib3fNV)(index, UINT_TO_FLOAT(v[0]),
+ UINT_TO_FLOAT(v[1]),
+ UINT_TO_FLOAT(v[2]));
+}
+
+static void GLAPIENTRY VertexAttrib3uivNV(GLuint index, const GLuint *v)
+{
+ GL_CALL(VertexAttrib3fNV)(index, v[0], v[1], v[2]);
+}
+
+static void GLAPIENTRY VertexAttrib4NuivNV(GLuint index, const GLuint *v)
+{
+ GL_CALL(VertexAttrib4fNV)(index, UINT_TO_FLOAT(v[0]),
+ UINT_TO_FLOAT(v[1]),
+ UINT_TO_FLOAT(v[2]),
+ UINT_TO_FLOAT(v[3]));
+}
+
+static void GLAPIENTRY VertexAttrib4uivNV(GLuint index, const GLuint *v)
+{
+ GL_CALL(VertexAttrib4fNV)(index, v[0], v[1], v[2], v[3]);
+}
+
+/* GL_FLOAT attributes */
+
+static void GLAPIENTRY VertexAttrib1fvNV(GLuint index, const GLfloat *v)
+{
+ GL_CALL(VertexAttrib1fvNV)(index, v);
+}
+
+static void GLAPIENTRY VertexAttrib2fvNV(GLuint index, const GLfloat *v)
+{
+ GL_CALL(VertexAttrib2fvNV)(index, v);
+}
+
+static void GLAPIENTRY VertexAttrib3fvNV(GLuint index, const GLfloat *v)
+{
+ GL_CALL(VertexAttrib3fvNV)(index, v);
+}
+
+static void GLAPIENTRY VertexAttrib4fvNV(GLuint index, const GLfloat *v)
+{
+ GL_CALL(VertexAttrib4fvNV)(index, v);
+}
+
+/* GL_DOUBLE attributes */
+
+static void GLAPIENTRY VertexAttrib1dvNV(GLuint index, const GLdouble *v)
+{
+ GL_CALL(VertexAttrib1dvNV)(index, v);
+}
+
+static void GLAPIENTRY VertexAttrib2dvNV(GLuint index, const GLdouble *v)
+{
+ GL_CALL(VertexAttrib2dvNV)(index, v);
+}
+
+static void GLAPIENTRY VertexAttrib3dvNV(GLuint index, const GLdouble *v)
+{
+ GL_CALL(VertexAttrib3dvNV)(index, v);
+}
+
+static void GLAPIENTRY VertexAttrib4dvNV(GLuint index, const GLdouble *v)
+{
+ GL_CALL(VertexAttrib4dvNV)(index, v);
+}
+
+
+/*
+ * Array [size][type] of VertexAttrib functions
+ */
+static attrib_func AttribFuncsNV[2][4][8] = {
+ {
+ /* non-normalized */
+ {
+ /* size 1 */
+ (attrib_func) VertexAttrib1bvNV,
+ (attrib_func) VertexAttrib1ubvNV,
+ (attrib_func) VertexAttrib1svNV,
+ (attrib_func) VertexAttrib1usvNV,
+ (attrib_func) VertexAttrib1ivNV,
+ (attrib_func) VertexAttrib1uivNV,
+ (attrib_func) VertexAttrib1fvNV,
+ (attrib_func) VertexAttrib1dvNV
+ },
+ {
+ /* size 2 */
+ (attrib_func) VertexAttrib2bvNV,
+ (attrib_func) VertexAttrib2ubvNV,
+ (attrib_func) VertexAttrib2svNV,
+ (attrib_func) VertexAttrib2usvNV,
+ (attrib_func) VertexAttrib2ivNV,
+ (attrib_func) VertexAttrib2uivNV,
+ (attrib_func) VertexAttrib2fvNV,
+ (attrib_func) VertexAttrib2dvNV
+ },
+ {
+ /* size 3 */
+ (attrib_func) VertexAttrib3bvNV,
+ (attrib_func) VertexAttrib3ubvNV,
+ (attrib_func) VertexAttrib3svNV,
+ (attrib_func) VertexAttrib3usvNV,
+ (attrib_func) VertexAttrib3ivNV,
+ (attrib_func) VertexAttrib3uivNV,
+ (attrib_func) VertexAttrib3fvNV,
+ (attrib_func) VertexAttrib3dvNV
+ },
+ {
+ /* size 4 */
+ (attrib_func) VertexAttrib4bvNV,
+ (attrib_func) VertexAttrib4ubvNV,
+ (attrib_func) VertexAttrib4svNV,
+ (attrib_func) VertexAttrib4usvNV,
+ (attrib_func) VertexAttrib4ivNV,
+ (attrib_func) VertexAttrib4uivNV,
+ (attrib_func) VertexAttrib4fvNV,
+ (attrib_func) VertexAttrib4dvNV
+ }
+ },
+ {
+ /* normalized (except for float/double) */
+ {
+ /* size 1 */
+ (attrib_func) VertexAttrib1NbvNV,
+ (attrib_func) VertexAttrib1NubvNV,
+ (attrib_func) VertexAttrib1NsvNV,
+ (attrib_func) VertexAttrib1NusvNV,
+ (attrib_func) VertexAttrib1NivNV,
+ (attrib_func) VertexAttrib1NuivNV,
+ (attrib_func) VertexAttrib1fvNV,
+ (attrib_func) VertexAttrib1dvNV
+ },
+ {
+ /* size 2 */
+ (attrib_func) VertexAttrib2NbvNV,
+ (attrib_func) VertexAttrib2NubvNV,
+ (attrib_func) VertexAttrib2NsvNV,
+ (attrib_func) VertexAttrib2NusvNV,
+ (attrib_func) VertexAttrib2NivNV,
+ (attrib_func) VertexAttrib2NuivNV,
+ (attrib_func) VertexAttrib2fvNV,
+ (attrib_func) VertexAttrib2dvNV
+ },
+ {
+ /* size 3 */
+ (attrib_func) VertexAttrib3NbvNV,
+ (attrib_func) VertexAttrib3NubvNV,
+ (attrib_func) VertexAttrib3NsvNV,
+ (attrib_func) VertexAttrib3NusvNV,
+ (attrib_func) VertexAttrib3NivNV,
+ (attrib_func) VertexAttrib3NuivNV,
+ (attrib_func) VertexAttrib3fvNV,
+ (attrib_func) VertexAttrib3dvNV
+ },
+ {
+ /* size 4 */
+ (attrib_func) VertexAttrib4NbvNV,
+ (attrib_func) VertexAttrib4NubvNV,
+ (attrib_func) VertexAttrib4NsvNV,
+ (attrib_func) VertexAttrib4NusvNV,
+ (attrib_func) VertexAttrib4NivNV,
+ (attrib_func) VertexAttrib4NuivNV,
+ (attrib_func) VertexAttrib4fvNV,
+ (attrib_func) VertexAttrib4dvNV
+ }
}
+};
+
+static void GLAPIENTRY EdgeFlagv(const GLboolean *flag)
+{
+ GL_CALL(EdgeFlagv)(flag);
+}
+
+/**********************************************************************/
+
+
+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;
{
if ( AE_CONTEXT( ctx ) ) {
FREE( ctx->aelt_context );
- ctx->aelt_context = 0;
+ ctx->aelt_context = NULL;
}
}
+/**
+ * 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);
- AEtexarray *ta = actx->texarrays;
AEarray *aa = actx->arrays;
- int i;
+ AEattrib *at = actx->attribs;
+ GLuint i;
- for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++)
- if (ctx->Array.TexCoord[i].Enabled) {
- ta->unit = i;
- ta->array = &ctx->Array.TexCoord[i];
- ta->func = multitexfuncs[ta->array->Size-1][TYPE_IDX(ta->array->Type)];
- ta++;
- }
-
- ta->func = 0;
-
- if (ctx->Array.Color.Enabled) {
- aa->array = &ctx->Array.Color;
- aa->func = colorfuncs[aa->array->Size-3][TYPE_IDX(aa->array->Type)];
+ /* 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->func = NormalFuncs[TYPE_IDX(aa->array->Type)];
aa++;
}
-
- if (ctx->Array.Index.Enabled) {
- aa->array = &ctx->Array.Index;
- aa->func = indexfuncs[TYPE_IDX(aa->array->Type)];
+ 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.EdgeFlag.Enabled) {
- aa->array = &ctx->Array.EdgeFlag;
- aa->func = (array_func)glEdgeFlagv;
+ 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->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++;
+ }
+ }
- if (ctx->Array.SecondaryColor.Enabled) {
- aa->array = &ctx->Array.SecondaryColor;
- aa->func = secondarycolorfuncs[TYPE_IDX(aa->array->Type)];
- aa++;
+ /* 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++;
+ }
}
- /* Must be last
- */
- if (ctx->Array.Vertex.Enabled) {
+ /* 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->func = VertexFuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)];
aa++;
}
- aa->func = 0;
+ 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;
}
-void _ae_loopback_array_elt( GLint elt )
+/**
+ * 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);
- AEcontext *actx = AE_CONTEXT(ctx);
- AEtexarray *ta;
- AEarray *aa;
+ const AEcontext *actx = AE_CONTEXT(ctx);
+ const AEarray *aa;
+ const AEattrib *at;
if (actx->NewState)
_ae_update_state( ctx );
- for (ta = actx->texarrays ; ta->func ; ta++) {
- ta->func( ta->unit, (char *)ta->array->Ptr + elt * ta->array->StrideB );
+ /* generic attributes */
+ for (at = actx->attribs; at->func; at++) {
+ const GLubyte *src = at->array->BufferObj->Data
+ + (uintptr_t) at->array->Ptr
+ + elt * at->array->StrideB;
+ at->func( at->index, src );
}
- /* Must be last
- */
- for (aa = actx->arrays ; aa->func ; aa++) {
- aa->func( (char *)aa->array->Ptr + elt * aa->array->StrideB );
+ /* conventional arrays */
+ for (aa = actx->arrays; aa->func ; aa++) {
+ const GLubyte *src = aa->array->BufferObj->Data
+ + (uintptr_t) aa->array->Ptr
+ + elt * aa->array->StrideB;
+ aa->func( src );
}
}
-
void _ae_invalidate_state( GLcontext *ctx, GLuint new_state )
{
AE_CONTEXT(ctx)->NewState |= new_state;