replace color table FloatTable boolean with Type enum
[mesa.git] / src / mesa / main / api_arrayelt.c
index 004977c36c9b6a6c7c7b3a3fed20cdda76bdf7b8..f42854a4db6088f79a84be0c209390496b64d2be 100644 (file)
+/*
+ * 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 array_func ColorFuncs[2][8] = {
+   { (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 array_func VertexFuncs[3][8] = {
+   { 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 array_func IndexFuncs[8] = {
+   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 array_func NormalFuncs[8] = {
+   (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 GLAPIENTRY SecondaryColor3bvEXT(const GLbyte *c)
+{
+   _glapi_Dispatch->SecondaryColor3bvEXT(c);
+}
+
+static void GLAPIENTRY SecondaryColor3ubvEXT(const GLubyte *c)
+{
+   _glapi_Dispatch->SecondaryColor3ubvEXT(c);
+}
+
+static void GLAPIENTRY SecondaryColor3svEXT(const GLshort *c)
+{
+   _glapi_Dispatch->SecondaryColor3svEXT(c);
+}
+
+static void GLAPIENTRY SecondaryColor3usvEXT(const GLushort *c)
+{
+   _glapi_Dispatch->SecondaryColor3usvEXT(c);
+}
+
+static void GLAPIENTRY SecondaryColor3ivEXT(const GLint *c)
+{
+   _glapi_Dispatch->SecondaryColor3ivEXT(c);
+}
+
+static void GLAPIENTRY SecondaryColor3uivEXT(const GLuint *c)
+{
+   _glapi_Dispatch->SecondaryColor3uivEXT(c);
+}
+
+static void GLAPIENTRY SecondaryColor3fvEXT(const GLfloat *c)
+{
+   _glapi_Dispatch->SecondaryColor3fvEXT(c);
+}
+
+static void GLAPIENTRY SecondaryColor3dvEXT(const GLdouble *c)
+{
+   _glapi_Dispatch->SecondaryColor3dvEXT(c);
+}
+
+static 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)
+{
+   _glapi_Dispatch->FogCoordfvEXT(f);
+}
+
+static void GLAPIENTRY FogCoorddvEXT(const GLdouble *f)
+{
+   _glapi_Dispatch->FogCoorddvEXT(f);
+}
+
+static array_func FogCoordFuncs[8] = {
+   0,
+   0,
+   0,
+   0,
+   0,
+   0,
+   (array_func) FogCoordfvEXT,
+   (array_func) FogCoorddvEXT
 };
 
 
-void _aa_create_context( GLcontext *ctx )
+/**********************************************************************/
+
+/* GL_BYTE attributes */
+
+static void GLAPIENTRY VertexAttrib1Nbv(GLuint index, const GLbyte *v)
 {
-   ctx->aa_context = MALLOC( sizeof(AAcontext) );
-   AA_CONTEXT(ctx)->NewState = ~0;
+   _glapi_Dispatch->VertexAttrib1fNV(index, BYTE_TO_FLOAT(v[0]));
 }
 
-static void _aa_update_state( GLcontext *ctx )
+static void GLAPIENTRY VertexAttrib1bv(GLuint index, const GLbyte *v)
 {
-   AAcontext *actx = AA_CONTEXT(ctx);
-   AAtexarray *ta = actx->texarrays;
-   AAarray *aa = actx->arrays;
-   int i;
+      _glapi_Dispatch->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 VertexAttrib2Nbv(GLuint index, const GLbyte *v)
+{
+   _glapi_Dispatch->VertexAttrib2fNV(index, BYTE_TO_FLOAT(v[0]),
+                                     BYTE_TO_FLOAT(v[1]));
+}
 
-   ta->func = 0;
+static void GLAPIENTRY VertexAttrib2bv(GLuint index, const GLbyte *v)
+{
+   _glapi_Dispatch->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 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]));
+}
+
+static void GLAPIENTRY VertexAttrib3bv(GLuint index, const GLbyte *v)
+{
+   _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
+}
+
+static void GLAPIENTRY 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 GLAPIENTRY VertexAttrib4bv(GLuint index, const GLbyte *v)
+{
+   _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
+}
+
+/* GL_UNSIGNED_BYTE attributes */
+
+static void GLAPIENTRY VertexAttrib1Nubv(GLuint index, const GLubyte *v)
+{
+   _glapi_Dispatch->VertexAttrib1fNV(index, UBYTE_TO_FLOAT(v[0]));
+}
+
+static void GLAPIENTRY VertexAttrib1ubv(GLuint index, const GLubyte *v)
+{
+   _glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
+}
+
+static void GLAPIENTRY VertexAttrib2Nubv(GLuint index, const GLubyte *v)
+{
+   _glapi_Dispatch->VertexAttrib2fNV(index, UBYTE_TO_FLOAT(v[0]),
+                                     UBYTE_TO_FLOAT(v[1]));
+}
+
+static void GLAPIENTRY VertexAttrib2ubv(GLuint index, const GLubyte *v)
+{
+   _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
+}
+
+static void GLAPIENTRY 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 GLAPIENTRY VertexAttrib3ubv(GLuint index, const GLubyte *v)
+{
+   _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
+}
+
+static void GLAPIENTRY 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 GLAPIENTRY VertexAttrib4ubv(GLuint index, const GLubyte *v)
+{
+   _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
+}
+
+/* GL_SHORT attributes */
+
+static void GLAPIENTRY VertexAttrib1Nsv(GLuint index, const GLshort *v)
+{
+   _glapi_Dispatch->VertexAttrib1fNV(index, SHORT_TO_FLOAT(v[0]));
+}
+
+static void GLAPIENTRY VertexAttrib1sv(GLuint index, const GLshort *v)
+{
+   _glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
+}
+
+static void GLAPIENTRY VertexAttrib2Nsv(GLuint index, const GLshort *v)
+{
+   _glapi_Dispatch->VertexAttrib2fNV(index, SHORT_TO_FLOAT(v[0]),
+                                     SHORT_TO_FLOAT(v[1]));
+}
+
+static void GLAPIENTRY VertexAttrib2sv(GLuint index, const GLshort *v)
+{
+   _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
+}
+
+static void GLAPIENTRY 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 GLAPIENTRY VertexAttrib3sv(GLuint index, const GLshort *v)
+{
+   _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
+}
+
+static void GLAPIENTRY 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 GLAPIENTRY VertexAttrib4sv(GLuint index, const GLshort *v)
+{
+   _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
+}
+
+/* GL_UNSIGNED_SHORT attributes */
+
+static void GLAPIENTRY VertexAttrib1Nusv(GLuint index, const GLushort *v)
+{
+   _glapi_Dispatch->VertexAttrib1fNV(index, USHORT_TO_FLOAT(v[0]));
+}
+
+static void GLAPIENTRY VertexAttrib1usv(GLuint index, const GLushort *v)
+{
+   _glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
+}
+
+static void GLAPIENTRY VertexAttrib2Nusv(GLuint index, const GLushort *v)
+{
+   _glapi_Dispatch->VertexAttrib2fNV(index, USHORT_TO_FLOAT(v[0]),
+                                     USHORT_TO_FLOAT(v[1]));
+}
+
+static void GLAPIENTRY VertexAttrib2usv(GLuint index, const GLushort *v)
+{
+   _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
+}
+
+static void GLAPIENTRY 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 GLAPIENTRY VertexAttrib3usv(GLuint index, const GLushort *v)
+{
+   _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
+}
+
+static void GLAPIENTRY 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 GLAPIENTRY VertexAttrib4usv(GLuint index, const GLushort *v)
+{
+   _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
+}
+
+/* GL_INT attributes */
+
+static void GLAPIENTRY VertexAttrib1Niv(GLuint index, const GLint *v)
+{
+   _glapi_Dispatch->VertexAttrib1fNV(index, INT_TO_FLOAT(v[0]));
+}
+
+static void GLAPIENTRY VertexAttrib1iv(GLuint index, const GLint *v)
+{
+   _glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
+}
+
+static void GLAPIENTRY VertexAttrib2Niv(GLuint index, const GLint *v)
+{
+   _glapi_Dispatch->VertexAttrib2fNV(index, INT_TO_FLOAT(v[0]),
+                                     INT_TO_FLOAT(v[1]));
+}
+
+static void GLAPIENTRY VertexAttrib2iv(GLuint index, const GLint *v)
+{
+   _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
+}
+
+static void GLAPIENTRY 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 GLAPIENTRY VertexAttrib3iv(GLuint index, const GLint *v)
+{
+   _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
+}
+
+static void GLAPIENTRY 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 GLAPIENTRY VertexAttrib4iv(GLuint index, const GLint *v)
+{
+   _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
+}
+
+/* GL_UNSIGNED_INT attributes */
+
+static void GLAPIENTRY VertexAttrib1Nuiv(GLuint index, const GLuint *v)
+{
+   _glapi_Dispatch->VertexAttrib1fNV(index, UINT_TO_FLOAT(v[0]));
+}
+
+static void GLAPIENTRY VertexAttrib1uiv(GLuint index, const GLuint *v)
+{
+   _glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
+}
+
+static void GLAPIENTRY VertexAttrib2Nuiv(GLuint index, const GLuint *v)
+{
+   _glapi_Dispatch->VertexAttrib2fNV(index, UINT_TO_FLOAT(v[0]),
+                                     UINT_TO_FLOAT(v[1]));
+}
+
+static void GLAPIENTRY VertexAttrib2uiv(GLuint index, const GLuint *v)
+{
+   _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
+}
+
+static void GLAPIENTRY 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 GLAPIENTRY VertexAttrib3uiv(GLuint index, const GLuint *v)
+{
+   _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
+}
+
+static void GLAPIENTRY 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 GLAPIENTRY VertexAttrib4uiv(GLuint index, const GLuint *v)
+{
+   _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
+}
+
+/* GL_FLOAT attributes */
+
+static void GLAPIENTRY VertexAttrib1fv(GLuint index, const GLfloat *v)
+{
+   _glapi_Dispatch->VertexAttrib1fvNV(index, v);
+}
+
+static void GLAPIENTRY VertexAttrib2fv(GLuint index, const GLfloat *v)
+{
+   _glapi_Dispatch->VertexAttrib2fvNV(index, v);
+}
+
+static void GLAPIENTRY VertexAttrib3fv(GLuint index, const GLfloat *v)
+{
+   _glapi_Dispatch->VertexAttrib3fvNV(index, v);
+}
+
+static void GLAPIENTRY VertexAttrib4fv(GLuint index, const GLfloat *v)
+{
+   _glapi_Dispatch->VertexAttrib4fvNV(index, v);
+}
+
+/* GL_DOUBLE attributes */
+
+static void GLAPIENTRY VertexAttrib1dv(GLuint index, const GLdouble *v)
+{
+   _glapi_Dispatch->VertexAttrib1dvNV(index, v);
+}
+
+static void GLAPIENTRY VertexAttrib2dv(GLuint index, const GLdouble *v)
+{
+   _glapi_Dispatch->VertexAttrib2dvNV(index, v);
+}
+
+static void GLAPIENTRY VertexAttrib3dv(GLuint index, const GLdouble *v)
+{
+   _glapi_Dispatch->VertexAttrib3dvNV(index, v);
+}
+
+static void GLAPIENTRY VertexAttrib4dv(GLuint index, const GLdouble *v)
+{
+   _glapi_Dispatch->VertexAttrib4dvNV(index, v);
+}
+
+
+/*
+ * Array [size][type] of VertexAttrib functions
+ */
+static attrib_func AttribFuncs[2][4][8] = {
+   {
+      /* 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;
    }
+}
+
 
-   if (ctx->Array.Index.Enabled) {
+/**
+ * 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;
+
+   /* 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) glEdgeFlagv;
       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++;
    }
+   if (ctx->Array.FogCoord.Enabled) {
+      aa->array = &ctx->Array.FogCoord;
+      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 = AttribFuncs[at->array->Normalized][at->array->Size-1][TYPE_IDX(at->array->Type)];
+         at->index = VERT_ATTRIB_TEX0 + i;
+         at++;
+      }
+   }
 
-   /* Must be last
-    */
-   if (ctx->Array.Vertex.Enabled) {
+   /* 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 = AttribFuncs[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->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;
 }
 
 
-static void _aa_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);
-   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;
 }