#define TYPE_IDX(t) ((t) & 0xf)
-static void (GLAPIENTRY *colorfuncs[2][8])( const void * ) = {
+static array_func ColorFuncs[2][8] = {
{ (array_func)glColor3bv,
(array_func)glColor3ubv,
(array_func)glColor3sv,
(array_func)glColor4dv }
};
-static void (GLAPIENTRY *vertexfuncs[3][8])( const void * ) = {
+static array_func VertexFuncs[3][8] = {
{ 0,
0,
(array_func)glVertex2sv,
(array_func)glVertex4dv }
};
-static void (GLAPIENTRY *indexfuncs[8])( const void * ) = {
+static array_func IndexFuncs[8] = {
0,
(array_func)glIndexubv,
(array_func)glIndexsv,
(array_func)glIndexdv
};
-static void (GLAPIENTRY *normalfuncs[8])( const void * ) = {
+static array_func NormalFuncs[8] = {
(array_func)glNormal3bv,
0,
(array_func)glNormal3sv,
/* Wrapper functions in case glSecondaryColor*EXT doesn't exist */
-static void SecondaryColor3bvEXT(const GLbyte *c)
+static void GLAPIENTRY SecondaryColor3bvEXT(const GLbyte *c)
{
_glapi_Dispatch->SecondaryColor3bvEXT(c);
}
-static void SecondaryColor3ubvEXT(const GLubyte *c)
+static void GLAPIENTRY SecondaryColor3ubvEXT(const GLubyte *c)
{
_glapi_Dispatch->SecondaryColor3ubvEXT(c);
}
-static void SecondaryColor3svEXT(const GLshort *c)
+static void GLAPIENTRY SecondaryColor3svEXT(const GLshort *c)
{
_glapi_Dispatch->SecondaryColor3svEXT(c);
}
-static void SecondaryColor3usvEXT(const GLushort *c)
+static void GLAPIENTRY SecondaryColor3usvEXT(const GLushort *c)
{
_glapi_Dispatch->SecondaryColor3usvEXT(c);
}
-static void SecondaryColor3ivEXT(const GLint *c)
+static void GLAPIENTRY SecondaryColor3ivEXT(const GLint *c)
{
_glapi_Dispatch->SecondaryColor3ivEXT(c);
}
-static void SecondaryColor3uivEXT(const GLuint *c)
+static void GLAPIENTRY SecondaryColor3uivEXT(const GLuint *c)
{
_glapi_Dispatch->SecondaryColor3uivEXT(c);
}
-static void SecondaryColor3fvEXT(const GLfloat *c)
+static void GLAPIENTRY SecondaryColor3fvEXT(const GLfloat *c)
{
_glapi_Dispatch->SecondaryColor3fvEXT(c);
}
-static void SecondaryColor3dvEXT(const GLdouble *c)
+static void GLAPIENTRY SecondaryColor3dvEXT(const GLdouble *c)
{
_glapi_Dispatch->SecondaryColor3dvEXT(c);
}
-static void (GLAPIENTRY *secondarycolorfuncs[8])( const void * ) = {
+static array_func SecondaryColorFuncs[8] = {
(array_func) SecondaryColor3bvEXT,
(array_func) SecondaryColor3ubvEXT,
(array_func) SecondaryColor3svEXT,
/* Again, wrapper functions in case glSecondaryColor*EXT doesn't exist */
-static void FogCoordfvEXT(const GLfloat *f)
+static void GLAPIENTRY FogCoordfvEXT(const GLfloat *f)
{
_glapi_Dispatch->FogCoordfvEXT(f);
}
-static void FogCoorddvEXT(const GLdouble *f)
+static void GLAPIENTRY FogCoorddvEXT(const GLdouble *f)
{
_glapi_Dispatch->FogCoorddvEXT(f);
}
-static void (GLAPIENTRY *fogcoordfuncs[8])( const void * ) = {
+static array_func FogCoordFuncs[8] = {
0,
0,
0,
/* GL_BYTE attributes */
-static void VertexAttrib1Nbv(GLuint index, const GLbyte *v)
+static void GLAPIENTRY VertexAttrib1Nbv(GLuint index, const GLbyte *v)
{
_glapi_Dispatch->VertexAttrib1fNV(index, BYTE_TO_FLOAT(v[0]));
}
-static void VertexAttrib1bv(GLuint index, const GLbyte *v)
+static void GLAPIENTRY VertexAttrib1bv(GLuint index, const GLbyte *v)
{
_glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
}
-static void VertexAttrib2Nbv(GLuint index, const GLbyte *v)
+static void GLAPIENTRY VertexAttrib2Nbv(GLuint index, const GLbyte *v)
{
_glapi_Dispatch->VertexAttrib2fNV(index, BYTE_TO_FLOAT(v[0]),
BYTE_TO_FLOAT(v[1]));
}
-static void VertexAttrib2bv(GLuint index, const GLbyte *v)
+static void GLAPIENTRY VertexAttrib2bv(GLuint index, const GLbyte *v)
{
_glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
}
-static void VertexAttrib3Nbv(GLuint index, const GLbyte *v)
+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 VertexAttrib3bv(GLuint index, const GLbyte *v)
+static void GLAPIENTRY VertexAttrib3bv(GLuint index, const GLbyte *v)
{
_glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
}
-static void VertexAttrib4Nbv(GLuint index, const GLbyte *v)
+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[3]));
}
-static void VertexAttrib4bv(GLuint index, const GLbyte *v)
+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 VertexAttrib1Nubv(GLuint index, const GLubyte *v)
+static void GLAPIENTRY VertexAttrib1Nubv(GLuint index, const GLubyte *v)
{
_glapi_Dispatch->VertexAttrib1fNV(index, UBYTE_TO_FLOAT(v[0]));
}
-static void VertexAttrib1ubv(GLuint index, const GLubyte *v)
+static void GLAPIENTRY VertexAttrib1ubv(GLuint index, const GLubyte *v)
{
_glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
}
-static void VertexAttrib2Nubv(GLuint index, const GLubyte *v)
+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 VertexAttrib2ubv(GLuint index, const GLubyte *v)
+static void GLAPIENTRY VertexAttrib2ubv(GLuint index, const GLubyte *v)
{
_glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
}
-static void VertexAttrib3Nubv(GLuint index, const GLubyte *v)
+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 VertexAttrib3ubv(GLuint index, const GLubyte *v)
+static void GLAPIENTRY VertexAttrib3ubv(GLuint index, const GLubyte *v)
{
_glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
}
-static void VertexAttrib4Nubv(GLuint index, const GLubyte *v)
+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[3]));
}
-static void VertexAttrib4ubv(GLuint index, const GLubyte *v)
+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 VertexAttrib1Nsv(GLuint index, const GLshort *v)
+static void GLAPIENTRY VertexAttrib1Nsv(GLuint index, const GLshort *v)
{
_glapi_Dispatch->VertexAttrib1fNV(index, SHORT_TO_FLOAT(v[0]));
}
-static void VertexAttrib1sv(GLuint index, const GLshort *v)
+static void GLAPIENTRY VertexAttrib1sv(GLuint index, const GLshort *v)
{
_glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
}
-static void VertexAttrib2Nsv(GLuint index, const GLshort *v)
+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 VertexAttrib2sv(GLuint index, const GLshort *v)
+static void GLAPIENTRY VertexAttrib2sv(GLuint index, const GLshort *v)
{
_glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
}
-static void VertexAttrib3Nsv(GLuint index, const GLshort *v)
+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 VertexAttrib3sv(GLuint index, const GLshort *v)
+static void GLAPIENTRY VertexAttrib3sv(GLuint index, const GLshort *v)
{
_glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
}
-static void VertexAttrib4Nsv(GLuint index, const GLshort *v)
+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[3]));
}
-static void VertexAttrib4sv(GLuint index, const GLshort *v)
+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 VertexAttrib1Nusv(GLuint index, const GLushort *v)
+static void GLAPIENTRY VertexAttrib1Nusv(GLuint index, const GLushort *v)
{
_glapi_Dispatch->VertexAttrib1fNV(index, USHORT_TO_FLOAT(v[0]));
}
-static void VertexAttrib1usv(GLuint index, const GLushort *v)
+static void GLAPIENTRY VertexAttrib1usv(GLuint index, const GLushort *v)
{
_glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
}
-static void VertexAttrib2Nusv(GLuint index, const GLushort *v)
+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 VertexAttrib2usv(GLuint index, const GLushort *v)
+static void GLAPIENTRY VertexAttrib2usv(GLuint index, const GLushort *v)
{
_glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
}
-static void VertexAttrib3Nusv(GLuint index, const GLushort *v)
+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 VertexAttrib3usv(GLuint index, const GLushort *v)
+static void GLAPIENTRY VertexAttrib3usv(GLuint index, const GLushort *v)
{
_glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
}
-static void VertexAttrib4Nusv(GLuint index, const GLushort *v)
+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[3]));
}
-static void VertexAttrib4usv(GLuint index, const GLushort *v)
+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 VertexAttrib1Niv(GLuint index, const GLint *v)
+static void GLAPIENTRY VertexAttrib1Niv(GLuint index, const GLint *v)
{
_glapi_Dispatch->VertexAttrib1fNV(index, INT_TO_FLOAT(v[0]));
}
-static void VertexAttrib1iv(GLuint index, const GLint *v)
+static void GLAPIENTRY VertexAttrib1iv(GLuint index, const GLint *v)
{
_glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
}
-static void VertexAttrib2Niv(GLuint index, const GLint *v)
+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 VertexAttrib2iv(GLuint index, const GLint *v)
+static void GLAPIENTRY VertexAttrib2iv(GLuint index, const GLint *v)
{
_glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
}
-static void VertexAttrib3Niv(GLuint index, const GLint *v)
+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 VertexAttrib3iv(GLuint index, const GLint *v)
+static void GLAPIENTRY VertexAttrib3iv(GLuint index, const GLint *v)
{
_glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
}
-static void VertexAttrib4Niv(GLuint index, const GLint *v)
+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[3]));
}
-static void VertexAttrib4iv(GLuint index, const GLint *v)
+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 VertexAttrib1Nuiv(GLuint index, const GLuint *v)
+static void GLAPIENTRY VertexAttrib1Nuiv(GLuint index, const GLuint *v)
{
_glapi_Dispatch->VertexAttrib1fNV(index, UINT_TO_FLOAT(v[0]));
}
-static void VertexAttrib1uiv(GLuint index, const GLuint *v)
+static void GLAPIENTRY VertexAttrib1uiv(GLuint index, const GLuint *v)
{
_glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
}
-static void VertexAttrib2Nuiv(GLuint index, const GLuint *v)
+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 VertexAttrib2uiv(GLuint index, const GLuint *v)
+static void GLAPIENTRY VertexAttrib2uiv(GLuint index, const GLuint *v)
{
_glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
}
-static void VertexAttrib3Nuiv(GLuint index, const GLuint *v)
+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 VertexAttrib3uiv(GLuint index, const GLuint *v)
+static void GLAPIENTRY VertexAttrib3uiv(GLuint index, const GLuint *v)
{
_glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
}
-static void VertexAttrib4Nuiv(GLuint index, const GLuint *v)
+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[3]));
}
-static void VertexAttrib4uiv(GLuint index, const GLuint *v)
+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 VertexAttrib1fv(GLuint index, const GLfloat *v)
+static void GLAPIENTRY VertexAttrib1fv(GLuint index, const GLfloat *v)
{
_glapi_Dispatch->VertexAttrib1fvNV(index, v);
}
-static void VertexAttrib2fv(GLuint index, const GLfloat *v)
+static void GLAPIENTRY VertexAttrib2fv(GLuint index, const GLfloat *v)
{
_glapi_Dispatch->VertexAttrib2fvNV(index, v);
}
-static void VertexAttrib3fv(GLuint index, const GLfloat *v)
+static void GLAPIENTRY VertexAttrib3fv(GLuint index, const GLfloat *v)
{
_glapi_Dispatch->VertexAttrib3fvNV(index, v);
}
-static void VertexAttrib4fv(GLuint index, const GLfloat *v)
+static void GLAPIENTRY VertexAttrib4fv(GLuint index, const GLfloat *v)
{
_glapi_Dispatch->VertexAttrib4fvNV(index, v);
}
/* GL_DOUBLE attributes */
-static void VertexAttrib1dv(GLuint index, const GLdouble *v)
+static void GLAPIENTRY VertexAttrib1dv(GLuint index, const GLdouble *v)
{
_glapi_Dispatch->VertexAttrib1dvNV(index, v);
}
-static void VertexAttrib2dv(GLuint index, const GLdouble *v)
+static void GLAPIENTRY VertexAttrib2dv(GLuint index, const GLdouble *v)
{
_glapi_Dispatch->VertexAttrib2dvNV(index, v);
}
-static void VertexAttrib3dv(GLuint index, const GLdouble *v)
+static void GLAPIENTRY VertexAttrib3dv(GLuint index, const GLdouble *v)
{
_glapi_Dispatch->VertexAttrib3dvNV(index, v);
}
-static void VertexAttrib4dv(GLuint index, const GLdouble *v)
+static void GLAPIENTRY 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 * ) = {
+static attrib_func AttribFuncs[2][4][8] = {
{
/* non-normalized */
{
/**
* 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);
+ * 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 )
{
AEattrib *at = actx->attribs;
GLuint i;
- /* yuck, no generic array to correspond to color index or edge flag */
- 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->func = (array_func) glEdgeFlagv;
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 */;
- }
+ 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++;
+ }
+ 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++;
}
+ }
- /* Save glVertexAttrib call (may be for glMultiTexCoord) */
- if (attribArray) {
+ /* 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;
- if (attribArray->Type == GL_FLOAT) {
- switch (attribArray->Size) {
- case 1:
- at->func = (attrib_func) _glapi_Dispatch->VertexAttrib1fvNV;
- break;
- case 2:
- at->func = (attrib_func) _glapi_Dispatch->VertexAttrib2fvNV;
- break;
- case 3:
- at->func = (attrib_func) _glapi_Dispatch->VertexAttrib3fvNV;
- break;
- case 4:
- at->func = (attrib_func) _glapi_Dispatch->VertexAttrib4fvNV;
- break;
- }
- }
- else
- {
- at->func = attribfuncs[at->array->Normalized][at->array->Size-1][TYPE_IDX(at->array->Type)];
- }
-
- at->index = index;
+ /* 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++;
+ }
+
ASSERT(at - actx->attribs <= VERT_ATTRIB_MAX);
ASSERT(aa - actx->arrays < 32);
at->func = NULL; /* terminate the list */
}
+/**
+ * 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);