#include "context.h"
#include "imports.h"
#include "macros.h"
-#include "glapioffsets.h"
-#include "dispatch.h"
+#include "glapi/glapioffsets.h"
+#include "glapi/dispatch.h"
typedef void (GLAPIENTRY *array_func)( const void * );
AEarray arrays[32];
AEattrib attribs[VERT_ATTRIB_MAX + 1];
GLuint NewState;
+
+ struct gl_buffer_object *vbo[VERT_ATTRIB_MAX];
+ GLuint nr_vbos;
+ GLboolean mapped_vbos;
+
} AEcontext;
#define AE_CONTEXT(ctx) ((AEcontext *)(ctx)->aelt_context)
static void GLAPIENTRY VertexAttrib1bvNV(GLuint index, const GLbyte *v)
{
- CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, v[0]));
+ CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, (GLfloat)v[0]));
}
static void GLAPIENTRY VertexAttrib2NbvNV(GLuint index, const GLbyte *v)
static void GLAPIENTRY VertexAttrib2bvNV(GLuint index, const GLbyte *v)
{
- CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, v[0], v[1]));
+ CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1]));
}
static void GLAPIENTRY VertexAttrib3NbvNV(GLuint index, const GLbyte *v)
static void GLAPIENTRY VertexAttrib3bvNV(GLuint index, const GLbyte *v)
{
- CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, v[0], v[1], v[2]));
+ CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2]));
}
static void GLAPIENTRY VertexAttrib4NbvNV(GLuint index, const GLbyte *v)
static void GLAPIENTRY VertexAttrib4bvNV(GLuint index, const GLbyte *v)
{
- CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, v[0], v[1], v[2], v[3]));
+ CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2], (GLfloat)v[3]));
}
/* GL_UNSIGNED_BYTE attributes */
static void GLAPIENTRY VertexAttrib1ubvNV(GLuint index, const GLubyte *v)
{
- CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, v[0]));
+ CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, (GLfloat)v[0]));
}
static void GLAPIENTRY VertexAttrib2NubvNV(GLuint index, const GLubyte *v)
static void GLAPIENTRY VertexAttrib2ubvNV(GLuint index, const GLubyte *v)
{
- CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, v[0], v[1]));
+ CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1]));
}
static void GLAPIENTRY VertexAttrib3NubvNV(GLuint index, const GLubyte *v)
}
static void GLAPIENTRY VertexAttrib3ubvNV(GLuint index, const GLubyte *v)
{
- CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, v[0], v[1], v[2]));
+ CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2]));
}
static void GLAPIENTRY VertexAttrib4NubvNV(GLuint index, const GLubyte *v)
static void GLAPIENTRY VertexAttrib4ubvNV(GLuint index, const GLubyte *v)
{
- CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, v[0], v[1], v[2], v[3]));
+ CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2], (GLfloat)v[3]));
}
/* GL_SHORT attributes */
static void GLAPIENTRY VertexAttrib1svNV(GLuint index, const GLshort *v)
{
- CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, v[0]));
+ CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, (GLfloat)v[0]));
}
static void GLAPIENTRY VertexAttrib2NsvNV(GLuint index, const GLshort *v)
static void GLAPIENTRY VertexAttrib2svNV(GLuint index, const GLshort *v)
{
- CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, v[0], v[1]));
+ CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1]));
}
static void GLAPIENTRY VertexAttrib3NsvNV(GLuint index, const GLshort *v)
static void GLAPIENTRY VertexAttrib3svNV(GLuint index, const GLshort *v)
{
- CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, v[0], v[1], v[2]));
+ CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2]));
}
static void GLAPIENTRY VertexAttrib4NsvNV(GLuint index, const GLshort *v)
static void GLAPIENTRY VertexAttrib4svNV(GLuint index, const GLshort *v)
{
- CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, v[0], v[1], v[2], v[3]));
+ CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2], (GLfloat)v[3]));
}
/* GL_UNSIGNED_SHORT attributes */
static void GLAPIENTRY VertexAttrib1usvNV(GLuint index, const GLushort *v)
{
- CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, v[0]));
+ CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, (GLfloat)v[0]));
}
static void GLAPIENTRY VertexAttrib2NusvNV(GLuint index, const GLushort *v)
static void GLAPIENTRY VertexAttrib2usvNV(GLuint index, const GLushort *v)
{
- CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, v[0], v[1]));
+ CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1]));
}
static void GLAPIENTRY VertexAttrib3NusvNV(GLuint index, const GLushort *v)
static void GLAPIENTRY VertexAttrib3usvNV(GLuint index, const GLushort *v)
{
- CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, v[0], v[1], v[2]));
+ CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2]));
}
static void GLAPIENTRY VertexAttrib4NusvNV(GLuint index, const GLushort *v)
static void GLAPIENTRY VertexAttrib4usvNV(GLuint index, const GLushort *v)
{
- CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, v[0], v[1], v[2], v[3]));
+ CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2], (GLfloat)v[3]));
}
/* GL_INT attributes */
static void GLAPIENTRY VertexAttrib1ivNV(GLuint index, const GLint *v)
{
- CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, v[0]));
+ CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, (GLfloat)v[0]));
}
static void GLAPIENTRY VertexAttrib2NivNV(GLuint index, const GLint *v)
static void GLAPIENTRY VertexAttrib2ivNV(GLuint index, const GLint *v)
{
- CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, v[0], v[1]));
+ CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1]));
}
static void GLAPIENTRY VertexAttrib3NivNV(GLuint index, const GLint *v)
static void GLAPIENTRY VertexAttrib3ivNV(GLuint index, const GLint *v)
{
- CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, v[0], v[1], v[2]));
+ CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2]));
}
static void GLAPIENTRY VertexAttrib4NivNV(GLuint index, const GLint *v)
static void GLAPIENTRY VertexAttrib4ivNV(GLuint index, const GLint *v)
{
- CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, v[0], v[1], v[2], v[3]));
+ CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2], (GLfloat)v[3]));
}
/* GL_UNSIGNED_INT attributes */
static void GLAPIENTRY VertexAttrib1uivNV(GLuint index, const GLuint *v)
{
- CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, v[0]));
+ CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, (GLfloat)v[0]));
}
static void GLAPIENTRY VertexAttrib2NuivNV(GLuint index, const GLuint *v)
static void GLAPIENTRY VertexAttrib2uivNV(GLuint index, const GLuint *v)
{
- CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, v[0], v[1]));
+ CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1]));
}
static void GLAPIENTRY VertexAttrib3NuivNV(GLuint index, const GLuint *v)
static void GLAPIENTRY VertexAttrib3uivNV(GLuint index, const GLuint *v)
{
- CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, v[0], v[1], v[2]));
+ CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2]));
}
static void GLAPIENTRY VertexAttrib4NuivNV(GLuint index, const GLuint *v)
static void GLAPIENTRY VertexAttrib4uivNV(GLuint index, const GLuint *v)
{
- CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, v[0], v[1], v[2], v[3]));
+ CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2], (GLfloat)v[3]));
}
/* GL_FLOAT attributes */
static void GLAPIENTRY VertexAttrib1bvARB(GLuint index, const GLbyte *v)
{
- CALL_VertexAttrib1fARB(GET_DISPATCH(), (index, v[0]));
+ CALL_VertexAttrib1fARB(GET_DISPATCH(), (index, (GLfloat)v[0]));
}
static void GLAPIENTRY VertexAttrib2NbvARB(GLuint index, const GLbyte *v)
static void GLAPIENTRY VertexAttrib2bvARB(GLuint index, const GLbyte *v)
{
- CALL_VertexAttrib2fARB(GET_DISPATCH(), (index, v[0], v[1]));
+ CALL_VertexAttrib2fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1]));
}
static void GLAPIENTRY VertexAttrib3NbvARB(GLuint index, const GLbyte *v)
static void GLAPIENTRY VertexAttrib3bvARB(GLuint index, const GLbyte *v)
{
- CALL_VertexAttrib3fARB(GET_DISPATCH(), (index, v[0], v[1], v[2]));
+ CALL_VertexAttrib3fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2]));
}
static void GLAPIENTRY VertexAttrib4NbvARB(GLuint index, const GLbyte *v)
static void GLAPIENTRY VertexAttrib4bvARB(GLuint index, const GLbyte *v)
{
- CALL_VertexAttrib4fARB(GET_DISPATCH(), (index, v[0], v[1], v[2], v[3]));
+ CALL_VertexAttrib4fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2], (GLfloat)v[3]));
}
/* GL_UNSIGNED_BYTE attributes */
static void GLAPIENTRY VertexAttrib1ubvARB(GLuint index, const GLubyte *v)
{
- CALL_VertexAttrib1fARB(GET_DISPATCH(), (index, v[0]));
+ CALL_VertexAttrib1fARB(GET_DISPATCH(), (index, (GLfloat)v[0]));
}
static void GLAPIENTRY VertexAttrib2NubvARB(GLuint index, const GLubyte *v)
static void GLAPIENTRY VertexAttrib2ubvARB(GLuint index, const GLubyte *v)
{
- CALL_VertexAttrib2fARB(GET_DISPATCH(), (index, v[0], v[1]));
+ CALL_VertexAttrib2fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1]));
}
static void GLAPIENTRY VertexAttrib3NubvARB(GLuint index, const GLubyte *v)
}
static void GLAPIENTRY VertexAttrib3ubvARB(GLuint index, const GLubyte *v)
{
- CALL_VertexAttrib3fARB(GET_DISPATCH(), (index, v[0], v[1], v[2]));
+ CALL_VertexAttrib3fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2]));
}
static void GLAPIENTRY VertexAttrib4NubvARB(GLuint index, const GLubyte *v)
static void GLAPIENTRY VertexAttrib4ubvARB(GLuint index, const GLubyte *v)
{
- CALL_VertexAttrib4fARB(GET_DISPATCH(), (index, v[0], v[1], v[2], v[3]));
+ CALL_VertexAttrib4fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2], (GLfloat)v[3]));
}
/* GL_SHORT attributes */
static void GLAPIENTRY VertexAttrib1svARB(GLuint index, const GLshort *v)
{
- CALL_VertexAttrib1fARB(GET_DISPATCH(), (index, v[0]));
+ CALL_VertexAttrib1fARB(GET_DISPATCH(), (index, (GLfloat)v[0]));
}
static void GLAPIENTRY VertexAttrib2NsvARB(GLuint index, const GLshort *v)
static void GLAPIENTRY VertexAttrib2svARB(GLuint index, const GLshort *v)
{
- CALL_VertexAttrib2fARB(GET_DISPATCH(), (index, v[0], v[1]));
+ CALL_VertexAttrib2fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1]));
}
static void GLAPIENTRY VertexAttrib3NsvARB(GLuint index, const GLshort *v)
static void GLAPIENTRY VertexAttrib3svARB(GLuint index, const GLshort *v)
{
- CALL_VertexAttrib3fARB(GET_DISPATCH(), (index, v[0], v[1], v[2]));
+ CALL_VertexAttrib3fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2]));
}
static void GLAPIENTRY VertexAttrib4NsvARB(GLuint index, const GLshort *v)
static void GLAPIENTRY VertexAttrib4svARB(GLuint index, const GLshort *v)
{
- CALL_VertexAttrib4fARB(GET_DISPATCH(), (index, v[0], v[1], v[2], v[3]));
+ CALL_VertexAttrib4fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2], (GLfloat)v[3]));
}
/* GL_UNSIGNED_SHORT attributes */
static void GLAPIENTRY VertexAttrib1usvARB(GLuint index, const GLushort *v)
{
- CALL_VertexAttrib1fARB(GET_DISPATCH(), (index, v[0]));
+ CALL_VertexAttrib1fARB(GET_DISPATCH(), (index, (GLfloat)v[0]));
}
static void GLAPIENTRY VertexAttrib2NusvARB(GLuint index, const GLushort *v)
static void GLAPIENTRY VertexAttrib2usvARB(GLuint index, const GLushort *v)
{
- CALL_VertexAttrib2fARB(GET_DISPATCH(), (index, v[0], v[1]));
+ CALL_VertexAttrib2fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1]));
}
static void GLAPIENTRY VertexAttrib3NusvARB(GLuint index, const GLushort *v)
static void GLAPIENTRY VertexAttrib3usvARB(GLuint index, const GLushort *v)
{
- CALL_VertexAttrib3fARB(GET_DISPATCH(), (index, v[0], v[1], v[2]));
+ CALL_VertexAttrib3fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2]));
}
static void GLAPIENTRY VertexAttrib4NusvARB(GLuint index, const GLushort *v)
static void GLAPIENTRY VertexAttrib4usvARB(GLuint index, const GLushort *v)
{
- CALL_VertexAttrib4fARB(GET_DISPATCH(), (index, v[0], v[1], v[2], v[3]));
+ CALL_VertexAttrib4fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2], (GLfloat)v[3]));
}
/* GL_INT attributes */
static void GLAPIENTRY VertexAttrib1ivARB(GLuint index, const GLint *v)
{
- CALL_VertexAttrib1fARB(GET_DISPATCH(), (index, v[0]));
+ CALL_VertexAttrib1fARB(GET_DISPATCH(), (index, (GLfloat)v[0]));
}
static void GLAPIENTRY VertexAttrib2NivARB(GLuint index, const GLint *v)
static void GLAPIENTRY VertexAttrib2ivARB(GLuint index, const GLint *v)
{
- CALL_VertexAttrib2fARB(GET_DISPATCH(), (index, v[0], v[1]));
+ CALL_VertexAttrib2fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1]));
}
static void GLAPIENTRY VertexAttrib3NivARB(GLuint index, const GLint *v)
static void GLAPIENTRY VertexAttrib3ivARB(GLuint index, const GLint *v)
{
- CALL_VertexAttrib3fARB(GET_DISPATCH(), (index, v[0], v[1], v[2]));
+ CALL_VertexAttrib3fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2]));
}
static void GLAPIENTRY VertexAttrib4NivARB(GLuint index, const GLint *v)
static void GLAPIENTRY VertexAttrib4ivARB(GLuint index, const GLint *v)
{
- CALL_VertexAttrib4fARB(GET_DISPATCH(), (index, v[0], v[1], v[2], v[3]));
+ CALL_VertexAttrib4fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2], (GLfloat)v[3]));
}
/* GL_UNSIGNED_INT attributes */
static void GLAPIENTRY VertexAttrib1uivARB(GLuint index, const GLuint *v)
{
- CALL_VertexAttrib1fARB(GET_DISPATCH(), (index, v[0]));
+ CALL_VertexAttrib1fARB(GET_DISPATCH(), (index, (GLfloat)v[0]));
}
static void GLAPIENTRY VertexAttrib2NuivARB(GLuint index, const GLuint *v)
static void GLAPIENTRY VertexAttrib2uivARB(GLuint index, const GLuint *v)
{
- CALL_VertexAttrib2fARB(GET_DISPATCH(), (index, v[0], v[1]));
+ CALL_VertexAttrib2fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1]));
}
static void GLAPIENTRY VertexAttrib3NuivARB(GLuint index, const GLuint *v)
static void GLAPIENTRY VertexAttrib3uivARB(GLuint index, const GLuint *v)
{
- CALL_VertexAttrib3fARB(GET_DISPATCH(), (index, v[0], v[1], v[2]));
+ CALL_VertexAttrib3fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2]));
}
static void GLAPIENTRY VertexAttrib4NuivARB(GLuint index, const GLuint *v)
static void GLAPIENTRY VertexAttrib4uivARB(GLuint index, const GLuint *v)
{
- CALL_VertexAttrib4fARB(GET_DISPATCH(), (index, v[0], v[1], v[2], v[3]));
+ CALL_VertexAttrib4fARB(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2], (GLfloat)v[3]));
}
/* GL_FLOAT attributes */
FogCoordFuncs[6] = _gloffset_FogCoordfvEXT;
FogCoordFuncs[7] = _gloffset_FogCoorddvEXT;
- ctx->aelt_context = MALLOC( sizeof(AEcontext) );
+ ctx->aelt_context = CALLOC( sizeof(AEcontext) );
if (!ctx->aelt_context)
return GL_FALSE;
}
}
+static void check_vbo( AEcontext *actx,
+ struct gl_buffer_object *vbo )
+{
+ if (vbo->Name && !vbo->Pointer) {
+ GLuint i;
+ for (i = 0; i < actx->nr_vbos; i++)
+ if (actx->vbo[i] == vbo)
+ return;
+ assert(actx->nr_vbos < VERT_ATTRIB_MAX);
+ actx->vbo[actx->nr_vbos++] = vbo;
+ }
+}
+
/**
* Make a list of per-vertex functions to call for each glArrayElement call.
AEattrib *at = actx->attribs;
GLuint i;
+ actx->nr_vbos = 0;
+
/* conventional vertex arrays */
if (ctx->Array.ArrayObj->Index.Enabled) {
aa->array = &ctx->Array.ArrayObj->Index;
aa->offset = IndexFuncs[TYPE_IDX(aa->array->Type)];
+ check_vbo(actx, aa->array->BufferObj);
aa++;
}
if (ctx->Array.ArrayObj->EdgeFlag.Enabled) {
aa->array = &ctx->Array.ArrayObj->EdgeFlag;
aa->offset = _gloffset_EdgeFlagv;
+ check_vbo(actx, aa->array->BufferObj);
aa++;
}
if (ctx->Array.ArrayObj->Normal.Enabled) {
aa->array = &ctx->Array.ArrayObj->Normal;
aa->offset = NormalFuncs[TYPE_IDX(aa->array->Type)];
+ check_vbo(actx, aa->array->BufferObj);
aa++;
}
if (ctx->Array.ArrayObj->Color.Enabled) {
aa->array = &ctx->Array.ArrayObj->Color;
aa->offset = ColorFuncs[aa->array->Size-3][TYPE_IDX(aa->array->Type)];
+ check_vbo(actx, aa->array->BufferObj);
aa++;
}
if (ctx->Array.ArrayObj->SecondaryColor.Enabled) {
aa->array = &ctx->Array.ArrayObj->SecondaryColor;
aa->offset = SecondaryColorFuncs[TYPE_IDX(aa->array->Type)];
+ check_vbo(actx, aa->array->BufferObj);
aa++;
}
if (ctx->Array.ArrayObj->FogCoord.Enabled) {
aa->array = &ctx->Array.ArrayObj->FogCoord;
aa->offset = FogCoordFuncs[TYPE_IDX(aa->array->Type)];
+ check_vbo(actx, aa->array->BufferObj);
aa++;
}
for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
[at->array->Size-1]
[TYPE_IDX(at->array->Type)];
at->index = VERT_ATTRIB_TEX0 + i;
+ check_vbo(actx, at->array->BufferObj);
at++;
}
}
- /* generic vertex attribute arrays */
+ /* generic vertex attribute arrays */
for (i = 1; i < VERT_ATTRIB_MAX; i++) { /* skip zero! */
struct gl_client_array *attribArray = &ctx->Array.ArrayObj->VertexAttrib[i];
if (attribArray->Enabled) {
[TYPE_IDX(at->array->Type)];
}
at->index = i;
+ check_vbo(actx, at->array->BufferObj);
at++;
}
}
aa->array = &ctx->Array.ArrayObj->VertexAttrib[0];
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);
aa++;
}
else if (ctx->Array.ArrayObj->Vertex.Enabled) {
aa->array = &ctx->Array.ArrayObj->Vertex;
aa->offset = VertexFuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)];
+ check_vbo(actx, aa->array->BufferObj);
aa++;
}
+ check_vbo(actx, ctx->Array.ElementArrayBufferObj);
+
ASSERT(at - actx->attribs <= VERT_ATTRIB_MAX);
ASSERT(aa - actx->arrays < 32);
at->func = NULL; /* terminate the list */
actx->NewState = 0;
}
+void _ae_map_vbos( GLcontext *ctx )
+{
+ AEcontext *actx = AE_CONTEXT(ctx);
+ GLuint i;
+
+ if (actx->mapped_vbos)
+ return;
+
+ if (actx->NewState)
+ _ae_update_state(ctx);
+
+ for (i = 0; i < actx->nr_vbos; i++)
+ ctx->Driver.MapBuffer(ctx,
+ GL_ARRAY_BUFFER_ARB,
+ GL_DYNAMIC_DRAW_ARB,
+ actx->vbo[i]);
+
+ if (actx->nr_vbos)
+ actx->mapped_vbos = GL_TRUE;
+}
+
+void _ae_unmap_vbos( GLcontext *ctx )
+{
+ AEcontext *actx = AE_CONTEXT(ctx);
+ GLuint i;
+
+ if (!actx->mapped_vbos)
+ return;
+
+ assert (!actx->NewState);
+
+ for (i = 0; i < actx->nr_vbos; i++)
+ ctx->Driver.UnmapBuffer(ctx,
+ GL_ARRAY_BUFFER_ARB,
+ actx->vbo[i]);
+
+ actx->mapped_vbos = GL_FALSE;
+}
+
/**
* Called via glArrayElement() and glDrawArrays().
const AEarray *aa;
const AEattrib *at;
const struct _glapi_table * const disp = GET_DISPATCH();
+ GLboolean do_map;
-
- if (actx->NewState)
+ if (actx->NewState) {
+ assert(!actx->mapped_vbos);
_ae_update_state( ctx );
+ }
+
+ do_map = actx->nr_vbos && !actx->mapped_vbos;
+ /*
+ */
+ if (do_map)
+ _ae_map_vbos(ctx);
+
/* generic attributes */
for (at = actx->attribs; at->func; at++) {
const GLubyte *src
- = ADD_POINTERS(at->array->BufferObj->Data, at->array->Ptr)
+ = ADD_POINTERS(at->array->BufferObj->Pointer, at->array->Ptr)
+ elt * at->array->StrideB;
at->func( at->index, src );
}
/* conventional arrays */
for (aa = actx->arrays; aa->offset != -1 ; aa++) {
const GLubyte *src
- = ADD_POINTERS(aa->array->BufferObj->Data, aa->array->Ptr)
+ = ADD_POINTERS(aa->array->BufferObj->Pointer, aa->array->Ptr)
+ elt * aa->array->StrideB;
CALL_by_offset( disp, (array_func), aa->offset,
((const void *) src) );
}
+
+ if (do_map)
+ _ae_unmap_vbos(ctx);
}
void _ae_invalidate_state( GLcontext *ctx, GLuint new_state )
{
- AE_CONTEXT(ctx)->NewState |= new_state;
+ 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.
+ *
+ * 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;
+ }
}