fix for-loop in _mesa_GetDouble to avoid out of bounds memory read
[mesa.git] / src / mesa / main / api_arrayelt.c
index 004977c36c9b6a6c7c7b3a3fed20cdda76bdf7b8..6a531aa2aad8e731dc66b39a4a4d272b12ba0ef0 100644 (file)
+/*
+ * Mesa 3-D graphics library
+ * Version:  6.3
+ *
+ * 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"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * 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.
+ */
+
+/* Author:
+ *    Keith Whitwell <keith@tungstengraphics.com>
+ */
+
 #include "glheader.h"
-#include "api_noop.h"
+#include "api_arrayelt.h"
 #include "context.h"
-#include "colormac.h"
-#include "light.h"
+#include "glapi.h"
+#include "imports.h"
 #include "macros.h"
-#include "mmath.h"
 #include "mtypes.h"
 
+typedef void (GLAPIENTRY *array_func)( const void * );
 
 typedef struct {
-   GLint unit;
-   struct gl_client_array *array;
-   void *func;
-} AAtexarray;
-   
+   const struct gl_client_array *array;
+   array_func func;
+} AEarray;
+
+typedef void (GLAPIENTRY *attrib_func)( GLuint indx, const void *data );
 
 typedef struct {
-   struct gl_client_array *array;
-   void *func;
-} AAarray;
+   const struct gl_client_array *array;
+   attrib_func func;
+   GLuint index;
+} AEattrib;
 
 typedef struct {
-   AAtexarray texarrays[MAX_TEXTURE_UNITS+1];
-   AAarray arrays[10];
+   AEarray arrays[32];
+   AEattrib attribs[VERT_ATTRIB_MAX + 1];
    GLuint NewState;
-} AAcontext;
-
-
-static void *colorfuncs[2][7] = {
-   { glColor3bv,
-     glColor3ub,
-     glColor3sv,
-     glColor3usv,
-     glColor3iv,
-     glColor3fv,
-     glColor3dv },
-
-   { glColor4bv,
-     glColor4ub,
-     glColor4sv,
-     glColor4usv,
-     glColor4iv,
-     glColor4fv,
-     glColor4dv }
-};
+} AEcontext;
 
-static void *vertexfuncs[3][7] = {
-   { glVertex3bv,
-     glVertex3ub,
-     glVertex3sv,
-     glVertex3usv,
-     glVertex3iv,
-     glVertex3fv,
-     glVertex3dv },
-
-   { glVertex3bv,
-     glVertex3ub,
-     glVertex3sv,
-     glVertex3usv,
-     glVertex3iv,
-     glVertex3fv,
-     glVertex3dv },
-
-   { glVertex4bv,
-     glVertex4ub,
-     glVertex4sv,
-     glVertex4usv,
-     glVertex4iv,
-     glVertex4fv,
-     glVertex4dv }
-};
+#define AE_CONTEXT(ctx) ((AEcontext *)(ctx)->aelt_context)
 
+/*
+ * 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 *multitexfuncs[4][7] = {
-   { glMultiTexCoord1bv,
-     glMultiTexCoord1ub,
-     glMultiTexCoord1sv,
-     glMultiTexCoord1usv,
-     glMultiTexCoord1iv,
-     glMultiTexCoord1fv,
-     glMultiTexCoord1dv },
-
-   { glMultiTexCoord2bv,
-     glMultiTexCoord2ub,
-     glMultiTexCoord2sv,
-     glMultiTexCoord2usv,
-     glMultiTexCoord2iv,
-     glMultiTexCoord2fv,
-     glMultiTexCoord2dv },
-
-   { glMultiTexCoord3bv,
-     glMultiTexCoord3ub,
-     glMultiTexCoord3sv,
-     glMultiTexCoord3usv,
-     glMultiTexCoord3iv,
-     glMultiTexCoord3fv,
-     glMultiTexCoord3dv },
-
-   { glMultiTexCoord4bv,
-     glMultiTexCoord4ub,
-     glMultiTexCoord4sv,
-     glMultiTexCoord4usv,
-     glMultiTexCoord4iv,
-     glMultiTexCoord4fv,
-     glMultiTexCoord4dv }
+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 *indexfuncs[7] = {
-   { glIndexbv,
-     glIndexub,
-     glIndexsv,
-     glIndexusv,
-     glIndexiv,
-     glIndexfv,
-     glIndexdv },
+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 *edgeflagfuncs[7] = {
-   { glEdgeFlagbv,
-     glEdgeFlagub,
-     glEdgeFlagsv,
-     glEdgeFlagusv,
-     glEdgeFlagiv,
-     glEdgeFlagfv,
-     glEdgeFlagdv },
+static void GLAPIENTRY Indexubv(const GLubyte *c)
+{
+   GL_CALL(Indexubv)(c);
+}
+
+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 *normalfuncs[7] = {
-   { glNormal3bv,
-     glNormal3ub,
-     glNormal3sv,
-     glNormal3usv,
-     glNormal3iv,
-     glNormal3fv,
-     glNormal3dv },
+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,
 };
 
-static void *fogcoordfuncs[7] = {
-   { glFogCoordbv,
-     glFogCoordub,
-     glFogCoordsv,
-     glFogCoordusv,
-     glFogCoordiv,
-     glFogCoordfv,
-     glFogCoorddv },
+/* 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 *secondarycolorfuncs[7] = {
-   { glSecondaryColor3bv,
-     glSecondaryColor3ub,
-     glSecondaryColor3sv,
-     glSecondaryColor3usv,
-     glSecondaryColor3iv,
-     glSecondaryColor3fv,
-     glSecondaryColor3dv },
+
+/* 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
 };
 
+/**********************************************************************/
+
+/* GL_BYTE attributes */
 
-void _aa_create_context( GLcontext *ctx )
+static void GLAPIENTRY VertexAttrib1NbvNV(GLuint index, const GLbyte *v)
 {
-   ctx->aa_context = MALLOC( sizeof(AAcontext) );
-   AA_CONTEXT(ctx)->NewState = ~0;
+   GL_CALL(VertexAttrib1fNV)(index, BYTE_TO_FLOAT(v[0]));
 }
 
-static void _aa_update_state( GLcontext *ctx )
+static void GLAPIENTRY VertexAttrib1bvNV(GLuint index, const GLbyte *v)
 {
-   AAcontext *actx = AA_CONTEXT(ctx);
-   AAtexarray *ta = actx->texarrays;
-   AAarray *aa = actx->arrays;
-   int i;
+   GL_CALL(VertexAttrib1fNV)(index, v[0]);
+}
 
-   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++;
-      }
+static void GLAPIENTRY VertexAttrib2NbvNV(GLuint index, const GLbyte *v)
+{
+   GL_CALL(VertexAttrib2fNV)(index, BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]));
+}
 
-   ta->func = 0;
+static void GLAPIENTRY VertexAttrib2bvNV(GLuint index, const GLbyte *v)
+{
+   GL_CALL(VertexAttrib2fNV)(index, v[0], v[1]);
+}
 
-   if (ctx->Array.Color.Enabled) {
-      aa->array = &ctx->Array.Color;
-      aa->func = colorfuncs[aa->array->Size-3][TYPE_IDX(aa->array->Type)];
-      aa++;
+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
+      }
    }
+};
 
-   if (ctx->Array.Normal.Enabled) {
-      aa->array = &ctx->Array.Normal;
-      aa->func = normalfuncs[TYPE_IDX(aa->array->Type)];
-      aa++;
+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;
+}
+
+
+void _ae_destroy_context( GLcontext *ctx )
+{
+   if ( AE_CONTEXT( ctx ) ) {
+      FREE( ctx->aelt_context );
+      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);
+   AEarray *aa = actx->arrays;
+   AEattrib *at = actx->attribs;
+   GLuint i;
 
-   if (ctx->Array.Index.Enabled) {
+   /* conventional vertex arrays */
+  if (ctx->Array.Index.Enabled) {
       aa->array = &ctx->Array.Index;
-      aa->func = indexfuncs[TYPE_IDX(aa->array->Type)];
+      aa->func = IndexFuncs[TYPE_IDX(aa->array->Type)];
       aa++;
    }
-
    if (ctx->Array.EdgeFlag.Enabled) {
-      aa->array = &ctx->Array.Edgeflag;
-      aa->func = edgeflagfuncs[TYPE_IDX(aa->array->Type)];
+      aa->array = &ctx->Array.EdgeFlag;
+      aa->func = (array_func) EdgeFlagv;
       aa++;
    }
-
-   if (ctx->Array.FogCoord.Enabled) {
-      aa->array = &ctx->Array.Fogcoord;
-      aa->func = fogcoordfuncs[TYPE_IDX(aa->array->Type)];
+   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->func = SecondaryColorFuncs[TYPE_IDX(aa->array->Type)];
       aa++;
    }
-
-   /* Must be last
-    */
-   if (ctx->Array.Vertex.Enabled) {
-      aa->array = &ctx->Array.Vertex;
-      aa->func = vertexfuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)];
+   if (ctx->Array.FogCoord.Enabled) {
+      aa->array = &ctx->Array.FogCoord;
+      aa->func = FogCoordFuncs[TYPE_IDX(aa->array->Type)];
       aa++;
    }
-
-   aa->func = 0;
-   actx->NewState = 0;
-}
-
-
-static void _aa_loopback_array_elt( GLint elt )
-{
-   GET_CURRENT_CONTEXT(ctx);
-   AAcontext *actx = AA_CONTEXT(ctx);
-   AAtexarray *ta;
-   AAarray *aa;
-
-   for (ta = actx->texarrays ; ta->func ; ta++) {
-      void (*func)( GLint, const void * ) = 
-        (void (*)( GLint, const void * )) ta->func; 
-      func( ta->unit, (char *)ta->array->Ptr + elt * ta->array->SizeB );
+   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++;
+      }
    }
 
-   for (aa = actx->arrays ; aa->func ; aa++) {
-      void (*func)( GLint, const void * ) = 
-        (void (*)( GLint, const void * )) aa->func; 
-      func( (char *)aa->array->Ptr + elt * aa->array->SizeB );
+   /* 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++;
+   }
 
-void _aa_exec_array_elt( GLint elt )
-{
-   GET_CURRENT_CONTEXT(ctx);
-   AAcontext *actx = AA_CONTEXT(ctx);
-   
-   if (actx->NewState) 
-      _aa_update_state( ctx );
+   ASSERT(at - actx->attribs <= VERT_ATTRIB_MAX);
+   ASSERT(aa - actx->arrays < 32);
+   at->func = NULL;  /* terminate the list */
+   aa->func = NULL;  /* terminate the list */
 
-   ctx->Exec->ArrayElement = _aa_loopback_array_elt;
-   _aa_loopback_array_elt( elt );
+   actx->NewState = 0;
 }
 
-/* This works for save as well:
+
+/**
+ * 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 _aa_save_array_elt( GLint elt )
+void GLAPIENTRY _ae_loopback_array_elt( GLint elt )
 {
    GET_CURRENT_CONTEXT(ctx);
-   AAcontext *actx = AA_CONTEXT(ctx);
-   
-   if (actx->NewState) 
-      _aa_update_state( 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
+                         + (uintptr_t) at->array->Ptr
+                         + elt * at->array->StrideB;
+      at->func( at->index, src );
+   }
 
-   ctx->Save->ArrayElement = _aa_loopback_array_elt;
-   _aa_loopback_array_elt( elt );
+   /* 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 aa_invalidate_state( GLcontext *ctx, GLuint new_state )
+void _ae_invalidate_state( GLcontext *ctx, GLuint new_state )
 {
-   if (AA_CONTEXT(ctx)) 
-      AA_CONTEXT(ctx)->NewState |= new_state;
+   AE_CONTEXT(ctx)->NewState |= new_state;
 }