+/*
+ * Mesa 3-D graphics library
+ * Version: 6.1
+ *
+ * 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 }
-};
-
-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 }
-};
+} AEcontext;
+#define AE_CONTEXT(ctx) ((AEcontext *)(ctx)->aelt_context)
-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 }
+/*
+ * 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
+ */
+#define TYPE_IDX(t) ((t) & 0xf)
+
+
+static void (GLAPIENTRY *colorfuncs[2][8])( const void * ) = {
+ { (array_func)glColor3bv,
+ (array_func)glColor3ubv,
+ (array_func)glColor3sv,
+ (array_func)glColor3usv,
+ (array_func)glColor3iv,
+ (array_func)glColor3uiv,
+ (array_func)glColor3fv,
+ (array_func)glColor3dv },
+
+ { (array_func)glColor4bv,
+ (array_func)glColor4ubv,
+ (array_func)glColor4sv,
+ (array_func)glColor4usv,
+ (array_func)glColor4iv,
+ (array_func)glColor4uiv,
+ (array_func)glColor4fv,
+ (array_func)glColor4dv }
};
-static void *indexfuncs[7] = {
- { glIndexbv,
- glIndexub,
- glIndexsv,
- glIndexusv,
- glIndexiv,
- glIndexfv,
- glIndexdv },
+static void (GLAPIENTRY *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 *edgeflagfuncs[7] = {
- { glEdgeFlagbv,
- glEdgeFlagub,
- glEdgeFlagsv,
- glEdgeFlagusv,
- glEdgeFlagiv,
- glEdgeFlagfv,
- glEdgeFlagdv },
+static void (GLAPIENTRY *indexfuncs[8])( const void * ) = {
+ 0,
+ (array_func)glIndexubv,
+ (array_func)glIndexsv,
+ 0,
+ (array_func)glIndexiv,
+ 0,
+ (array_func)glIndexfv,
+ (array_func)glIndexdv
};
-static void *normalfuncs[7] = {
- { glNormal3bv,
- glNormal3ub,
- glNormal3sv,
- glNormal3usv,
- glNormal3iv,
- glNormal3fv,
- glNormal3dv },
+static void (GLAPIENTRY *normalfuncs[8])( const void * ) = {
+ (array_func)glNormal3bv,
+ 0,
+ (array_func)glNormal3sv,
+ 0,
+ (array_func)glNormal3iv,
+ 0,
+ (array_func)glNormal3fv,
+ (array_func)glNormal3dv,
};
-static void *fogcoordfuncs[7] = {
- { glFogCoordbv,
- glFogCoordub,
- glFogCoordsv,
- glFogCoordusv,
- glFogCoordiv,
- glFogCoordfv,
- glFogCoorddv },
+
+/* Wrapper functions in case glSecondaryColor*EXT doesn't exist */
+static void SecondaryColor3bvEXT(const GLbyte *c)
+{
+ _glapi_Dispatch->SecondaryColor3bvEXT(c);
+}
+
+static void SecondaryColor3ubvEXT(const GLubyte *c)
+{
+ _glapi_Dispatch->SecondaryColor3ubvEXT(c);
+}
+
+static void SecondaryColor3svEXT(const GLshort *c)
+{
+ _glapi_Dispatch->SecondaryColor3svEXT(c);
+}
+
+static void SecondaryColor3usvEXT(const GLushort *c)
+{
+ _glapi_Dispatch->SecondaryColor3usvEXT(c);
+}
+
+static void SecondaryColor3ivEXT(const GLint *c)
+{
+ _glapi_Dispatch->SecondaryColor3ivEXT(c);
+}
+
+static void SecondaryColor3uivEXT(const GLuint *c)
+{
+ _glapi_Dispatch->SecondaryColor3uivEXT(c);
+}
+
+static void SecondaryColor3fvEXT(const GLfloat *c)
+{
+ _glapi_Dispatch->SecondaryColor3fvEXT(c);
+}
+
+static void SecondaryColor3dvEXT(const GLdouble *c)
+{
+ _glapi_Dispatch->SecondaryColor3dvEXT(c);
+}
+
+static void (GLAPIENTRY *secondarycolorfuncs[8])( const void * ) = {
+ (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 FogCoordfvEXT(const GLfloat *f)
+{
+ _glapi_Dispatch->FogCoordfvEXT(f);
+}
+
+static void FogCoorddvEXT(const GLdouble *f)
+{
+ _glapi_Dispatch->FogCoorddvEXT(f);
+}
+
+static void (GLAPIENTRY *fogcoordfuncs[8])( const void * ) = {
+ 0,
+ 0,
+ 0,
+ 0,
+ 0,
+ 0,
+ (array_func) FogCoordfvEXT,
+ (array_func) FogCoorddvEXT
};
-void _aa_create_context( GLcontext *ctx )
+/**********************************************************************/
+
+/* GL_BYTE attributes */
+
+static void VertexAttrib1Nbv(GLuint index, const GLbyte *v)
+{
+ _glapi_Dispatch->VertexAttrib1fNV(index, BYTE_TO_FLOAT(v[0]));
+}
+
+static void VertexAttrib1bv(GLuint index, const GLbyte *v)
{
- ctx->aa_context = MALLOC( sizeof(AAcontext) );
- AA_CONTEXT(ctx)->NewState = ~0;
+ _glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
}
-static void _aa_update_state( GLcontext *ctx )
+static void VertexAttrib2Nbv(GLuint index, const GLbyte *v)
{
- AAcontext *actx = AA_CONTEXT(ctx);
- AAtexarray *ta = actx->texarrays;
- AAarray *aa = actx->arrays;
- int i;
+ _glapi_Dispatch->VertexAttrib2fNV(index, BYTE_TO_FLOAT(v[0]),
+ BYTE_TO_FLOAT(v[1]));
+}
- 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 VertexAttrib2bv(GLuint index, const GLbyte *v)
+{
+ _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
+}
+
+static void VertexAttrib3Nbv(GLuint index, const GLbyte *v)
+{
+ _glapi_Dispatch->VertexAttrib3fNV(index, BYTE_TO_FLOAT(v[0]),
+ BYTE_TO_FLOAT(v[1]),
+ BYTE_TO_FLOAT(v[2]));
+}
- ta->func = 0;
+static void VertexAttrib3bv(GLuint index, const GLbyte *v)
+{
+ _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
+}
- 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 VertexAttrib4Nbv(GLuint index, const GLbyte *v)
+{
+ _glapi_Dispatch->VertexAttrib4fNV(index, BYTE_TO_FLOAT(v[0]),
+ BYTE_TO_FLOAT(v[1]),
+ BYTE_TO_FLOAT(v[2]),
+ BYTE_TO_FLOAT(v[3]));
+}
+
+static void VertexAttrib4bv(GLuint index, const GLbyte *v)
+{
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
+}
+
+/* GL_UNSIGNED_BYTE attributes */
+
+static void VertexAttrib1Nubv(GLuint index, const GLubyte *v)
+{
+ _glapi_Dispatch->VertexAttrib1fNV(index, UBYTE_TO_FLOAT(v[0]));
+}
+
+static void VertexAttrib1ubv(GLuint index, const GLubyte *v)
+{
+ _glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
+}
+
+static void VertexAttrib2Nubv(GLuint index, const GLubyte *v)
+{
+ _glapi_Dispatch->VertexAttrib2fNV(index, UBYTE_TO_FLOAT(v[0]),
+ UBYTE_TO_FLOAT(v[1]));
+}
+
+static void VertexAttrib2ubv(GLuint index, const GLubyte *v)
+{
+ _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
+}
+
+static void VertexAttrib3Nubv(GLuint index, const GLubyte *v)
+{
+ _glapi_Dispatch->VertexAttrib3fNV(index, UBYTE_TO_FLOAT(v[0]),
+ UBYTE_TO_FLOAT(v[1]),
+ UBYTE_TO_FLOAT(v[2]));
+}
+static void VertexAttrib3ubv(GLuint index, const GLubyte *v)
+{
+ _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
+}
+
+static void VertexAttrib4Nubv(GLuint index, const GLubyte *v)
+{
+ _glapi_Dispatch->VertexAttrib4fNV(index, UBYTE_TO_FLOAT(v[0]),
+ UBYTE_TO_FLOAT(v[1]),
+ UBYTE_TO_FLOAT(v[2]),
+ UBYTE_TO_FLOAT(v[3]));
+}
+
+static void VertexAttrib4ubv(GLuint index, const GLubyte *v)
+{
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
+}
+
+/* GL_SHORT attributes */
+
+static void VertexAttrib1Nsv(GLuint index, const GLshort *v)
+{
+ _glapi_Dispatch->VertexAttrib1fNV(index, SHORT_TO_FLOAT(v[0]));
+}
+
+static void VertexAttrib1sv(GLuint index, const GLshort *v)
+{
+ _glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
+}
+
+static void VertexAttrib2Nsv(GLuint index, const GLshort *v)
+{
+ _glapi_Dispatch->VertexAttrib2fNV(index, SHORT_TO_FLOAT(v[0]),
+ SHORT_TO_FLOAT(v[1]));
+}
+
+static void VertexAttrib2sv(GLuint index, const GLshort *v)
+{
+ _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
+}
+
+static void VertexAttrib3Nsv(GLuint index, const GLshort *v)
+{
+ _glapi_Dispatch->VertexAttrib3fNV(index, SHORT_TO_FLOAT(v[0]),
+ SHORT_TO_FLOAT(v[1]),
+ SHORT_TO_FLOAT(v[2]));
+}
+
+static void VertexAttrib3sv(GLuint index, const GLshort *v)
+{
+ _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
+}
+
+static void VertexAttrib4Nsv(GLuint index, const GLshort *v)
+{
+ _glapi_Dispatch->VertexAttrib4fNV(index, SHORT_TO_FLOAT(v[0]),
+ SHORT_TO_FLOAT(v[1]),
+ SHORT_TO_FLOAT(v[2]),
+ SHORT_TO_FLOAT(v[3]));
+}
+
+static void VertexAttrib4sv(GLuint index, const GLshort *v)
+{
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
+}
+
+/* GL_UNSIGNED_SHORT attributes */
+
+static void VertexAttrib1Nusv(GLuint index, const GLushort *v)
+{
+ _glapi_Dispatch->VertexAttrib1fNV(index, USHORT_TO_FLOAT(v[0]));
+}
+
+static void VertexAttrib1usv(GLuint index, const GLushort *v)
+{
+ _glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
+}
+
+static void VertexAttrib2Nusv(GLuint index, const GLushort *v)
+{
+ _glapi_Dispatch->VertexAttrib2fNV(index, USHORT_TO_FLOAT(v[0]),
+ USHORT_TO_FLOAT(v[1]));
+}
+
+static void VertexAttrib2usv(GLuint index, const GLushort *v)
+{
+ _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
+}
+
+static void VertexAttrib3Nusv(GLuint index, const GLushort *v)
+{
+ _glapi_Dispatch->VertexAttrib3fNV(index, USHORT_TO_FLOAT(v[0]),
+ USHORT_TO_FLOAT(v[1]),
+ USHORT_TO_FLOAT(v[2]));
+}
+
+static void VertexAttrib3usv(GLuint index, const GLushort *v)
+{
+ _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
+}
+
+static void VertexAttrib4Nusv(GLuint index, const GLushort *v)
+{
+ _glapi_Dispatch->VertexAttrib4fNV(index, USHORT_TO_FLOAT(v[0]),
+ USHORT_TO_FLOAT(v[1]),
+ USHORT_TO_FLOAT(v[2]),
+ USHORT_TO_FLOAT(v[3]));
+}
+
+static void VertexAttrib4usv(GLuint index, const GLushort *v)
+{
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
+}
+
+/* GL_INT attributes */
+
+static void VertexAttrib1Niv(GLuint index, const GLint *v)
+{
+ _glapi_Dispatch->VertexAttrib1fNV(index, INT_TO_FLOAT(v[0]));
+}
+
+static void VertexAttrib1iv(GLuint index, const GLint *v)
+{
+ _glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
+}
+
+static void VertexAttrib2Niv(GLuint index, const GLint *v)
+{
+ _glapi_Dispatch->VertexAttrib2fNV(index, INT_TO_FLOAT(v[0]),
+ INT_TO_FLOAT(v[1]));
+}
+
+static void VertexAttrib2iv(GLuint index, const GLint *v)
+{
+ _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
+}
+
+static void VertexAttrib3Niv(GLuint index, const GLint *v)
+{
+ _glapi_Dispatch->VertexAttrib3fNV(index, INT_TO_FLOAT(v[0]),
+ INT_TO_FLOAT(v[1]),
+ INT_TO_FLOAT(v[2]));
+}
+
+static void VertexAttrib3iv(GLuint index, const GLint *v)
+{
+ _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
+}
+
+static void VertexAttrib4Niv(GLuint index, const GLint *v)
+{
+ _glapi_Dispatch->VertexAttrib4fNV(index, INT_TO_FLOAT(v[0]),
+ INT_TO_FLOAT(v[1]),
+ INT_TO_FLOAT(v[2]),
+ INT_TO_FLOAT(v[3]));
+}
+
+static void VertexAttrib4iv(GLuint index, const GLint *v)
+{
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
+}
+
+/* GL_UNSIGNED_INT attributes */
+
+static void VertexAttrib1Nuiv(GLuint index, const GLuint *v)
+{
+ _glapi_Dispatch->VertexAttrib1fNV(index, UINT_TO_FLOAT(v[0]));
+}
+
+static void VertexAttrib1uiv(GLuint index, const GLuint *v)
+{
+ _glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
+}
+
+static void VertexAttrib2Nuiv(GLuint index, const GLuint *v)
+{
+ _glapi_Dispatch->VertexAttrib2fNV(index, UINT_TO_FLOAT(v[0]),
+ UINT_TO_FLOAT(v[1]));
+}
+
+static void VertexAttrib2uiv(GLuint index, const GLuint *v)
+{
+ _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
+}
+
+static void VertexAttrib3Nuiv(GLuint index, const GLuint *v)
+{
+ _glapi_Dispatch->VertexAttrib3fNV(index, UINT_TO_FLOAT(v[0]),
+ UINT_TO_FLOAT(v[1]),
+ UINT_TO_FLOAT(v[2]));
+}
+
+static void VertexAttrib3uiv(GLuint index, const GLuint *v)
+{
+ _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
+}
+
+static void VertexAttrib4Nuiv(GLuint index, const GLuint *v)
+{
+ _glapi_Dispatch->VertexAttrib4fNV(index, UINT_TO_FLOAT(v[0]),
+ UINT_TO_FLOAT(v[1]),
+ UINT_TO_FLOAT(v[2]),
+ UINT_TO_FLOAT(v[3]));
+}
+
+static void VertexAttrib4uiv(GLuint index, const GLuint *v)
+{
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
+}
+
+/* GL_FLOAT attributes */
+
+static void VertexAttrib1fv(GLuint index, const GLfloat *v)
+{
+ _glapi_Dispatch->VertexAttrib1fvNV(index, v);
+}
+
+static void VertexAttrib2fv(GLuint index, const GLfloat *v)
+{
+ _glapi_Dispatch->VertexAttrib2fvNV(index, v);
+}
+
+static void VertexAttrib3fv(GLuint index, const GLfloat *v)
+{
+ _glapi_Dispatch->VertexAttrib3fvNV(index, v);
+}
+
+static void VertexAttrib4fv(GLuint index, const GLfloat *v)
+{
+ _glapi_Dispatch->VertexAttrib4fvNV(index, v);
+}
+
+/* GL_DOUBLE attributes */
+
+static void VertexAttrib1dv(GLuint index, const GLdouble *v)
+{
+ _glapi_Dispatch->VertexAttrib1dvNV(index, v);
+}
+
+static void VertexAttrib2dv(GLuint index, const GLdouble *v)
+{
+ _glapi_Dispatch->VertexAttrib2dvNV(index, v);
+}
+
+static void VertexAttrib3dv(GLuint index, const GLdouble *v)
+{
+ _glapi_Dispatch->VertexAttrib3dvNV(index, v);
+}
+
+static void VertexAttrib4dv(GLuint index, const GLdouble *v)
+{
+ _glapi_Dispatch->VertexAttrib4dvNV(index, v);
+}
+
+
+/*
+ * Array [size][type] of VertexAttrib functions
+ */
+static void (GLAPIENTRY *attribfuncs[2][4][8])( GLuint, const void * ) = {
+ {
+ /* non-normalized */
+ {
+ /* size 1 */
+ (attrib_func) VertexAttrib1bv,
+ (attrib_func) VertexAttrib1ubv,
+ (attrib_func) VertexAttrib1sv,
+ (attrib_func) VertexAttrib1usv,
+ (attrib_func) VertexAttrib1iv,
+ (attrib_func) VertexAttrib1uiv,
+ (attrib_func) VertexAttrib1fv,
+ (attrib_func) VertexAttrib1dv
+ },
+ {
+ /* size 2 */
+ (attrib_func) VertexAttrib2bv,
+ (attrib_func) VertexAttrib2ubv,
+ (attrib_func) VertexAttrib2sv,
+ (attrib_func) VertexAttrib2usv,
+ (attrib_func) VertexAttrib2iv,
+ (attrib_func) VertexAttrib2uiv,
+ (attrib_func) VertexAttrib2fv,
+ (attrib_func) VertexAttrib2dv
+ },
+ {
+ /* size 3 */
+ (attrib_func) VertexAttrib3bv,
+ (attrib_func) VertexAttrib3ubv,
+ (attrib_func) VertexAttrib3sv,
+ (attrib_func) VertexAttrib3usv,
+ (attrib_func) VertexAttrib3iv,
+ (attrib_func) VertexAttrib3uiv,
+ (attrib_func) VertexAttrib3fv,
+ (attrib_func) VertexAttrib3dv
+ },
+ {
+ /* size 4 */
+ (attrib_func) VertexAttrib4bv,
+ (attrib_func) VertexAttrib4ubv,
+ (attrib_func) VertexAttrib4sv,
+ (attrib_func) VertexAttrib4usv,
+ (attrib_func) VertexAttrib4iv,
+ (attrib_func) VertexAttrib4uiv,
+ (attrib_func) VertexAttrib4fv,
+ (attrib_func) VertexAttrib4dv
+ }
+ },
+ {
+ /* normalized (except for float/double) */
+ {
+ /* size 1 */
+ (attrib_func) VertexAttrib1Nbv,
+ (attrib_func) VertexAttrib1Nubv,
+ (attrib_func) VertexAttrib1Nsv,
+ (attrib_func) VertexAttrib1Nusv,
+ (attrib_func) VertexAttrib1Niv,
+ (attrib_func) VertexAttrib1Nuiv,
+ (attrib_func) VertexAttrib1fv,
+ (attrib_func) VertexAttrib1dv
+ },
+ {
+ /* size 2 */
+ (attrib_func) VertexAttrib2Nbv,
+ (attrib_func) VertexAttrib2Nubv,
+ (attrib_func) VertexAttrib2Nsv,
+ (attrib_func) VertexAttrib2Nusv,
+ (attrib_func) VertexAttrib2Niv,
+ (attrib_func) VertexAttrib2Nuiv,
+ (attrib_func) VertexAttrib2fv,
+ (attrib_func) VertexAttrib2dv
+ },
+ {
+ /* size 3 */
+ (attrib_func) VertexAttrib3Nbv,
+ (attrib_func) VertexAttrib3Nubv,
+ (attrib_func) VertexAttrib3Nsv,
+ (attrib_func) VertexAttrib3Nusv,
+ (attrib_func) VertexAttrib3Niv,
+ (attrib_func) VertexAttrib3Nuiv,
+ (attrib_func) VertexAttrib3fv,
+ (attrib_func) VertexAttrib3dv
+ },
+ {
+ /* size 4 */
+ (attrib_func) VertexAttrib4Nbv,
+ (attrib_func) VertexAttrib4Nubv,
+ (attrib_func) VertexAttrib4Nsv,
+ (attrib_func) VertexAttrib4Nusv,
+ (attrib_func) VertexAttrib4Niv,
+ (attrib_func) VertexAttrib4Nuiv,
+ (attrib_func) VertexAttrib4fv,
+ (attrib_func) VertexAttrib4dv
+ }
}
+};
- if (ctx->Array.Normal.Enabled) {
- aa->array = &ctx->Array.Normal;
- aa->func = normalfuncs[TYPE_IDX(aa->array->Type)];
- aa++;
+/**********************************************************************/
+
+
+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 = 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);
+ */
+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 = edgeflagfuncs[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->array = &ctx->Array.EdgeFlag;
+ aa->func = (array_func) glEdgeFlagv;
aa++;
}
- if (ctx->Array.SecondaryColor.Enabled) {
- aa->array = &ctx->Array.SecondaryColor;
- aa->func = secondarycolorfuncs[TYPE_IDX(aa->array->Type)];
- 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 */;
+ }
+ }
- /* 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)];
- aa++;
+ /* 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 */
- aa->func = 0;
actx->NewState = 0;
}
-static void _aa_loopback_array_elt( GLint elt )
+void GLAPIENTRY _ae_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 );
+ 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
+ + (GLuint) at->array->Ptr
+ + elt * at->array->StrideB;
+ at->func( at->index, src );
}
- 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 );
+ /* conventional arrays */
+ for (aa = actx->arrays; aa->func ; aa++) {
+ const GLubyte *src = aa->array->BufferObj->Data
+ + (GLuint) aa->array->Ptr
+ + elt * aa->array->StrideB;
+ aa->func( src );
}
}
-void _aa_exec_array_elt( GLint elt )
-{
- GET_CURRENT_CONTEXT(ctx);
- AAcontext *actx = AA_CONTEXT(ctx);
-
- if (actx->NewState)
- _aa_update_state( ctx );
-
- ctx->Exec->ArrayElement = _aa_loopback_array_elt;
- _aa_loopback_array_elt( elt );
-}
-
-/* This works for save as well:
- */
-void _aa_save_array_elt( GLint elt )
-{
- GET_CURRENT_CONTEXT(ctx);
- AAcontext *actx = AA_CONTEXT(ctx);
-
- if (actx->NewState)
- _aa_update_state( ctx );
-
- ctx->Save->ArrayElement = _aa_loopback_array_elt;
- _aa_loopback_array_elt( elt );
-}
-
-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;
}