-/* $Id: api_arrayelt.c,v 1.4 2001/12/20 15:30:45 keithw Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 3.5
+ * Version: 6.1
*
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
+ * 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"),
*/
/* Author:
- * Keith Whitwell <keith_whitwell@yahoo.com>
+ * Keith Whitwell <keith@tungstengraphics.com>
*/
#include "glheader.h"
#include "api_arrayelt.h"
#include "context.h"
#include "glapi.h"
-#include "mem.h"
+#include "imports.h"
#include "macros.h"
#include "mtypes.h"
+typedef void (GLAPIENTRY *array_func)( const void * );
typedef struct {
- GLint unit;
- struct gl_client_array *array;
- void (*func)( GLenum, const void * );
-} AEtexarray;
+ 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)( const void * );
-} AEarray;
+ const struct gl_client_array *array;
+ attrib_func func;
+ GLuint index;
+} AEattrib;
typedef struct {
- AEtexarray texarrays[MAX_TEXTURE_UNITS+1];
AEarray arrays[32];
+ AEattrib attribs[VERT_ATTRIB_MAX + 1];
GLuint NewState;
} AEcontext;
#define AE_CONTEXT(ctx) ((AEcontext *)(ctx)->aelt_context)
+
+/*
+ * Convert GL_BYTE, GL_UNSIGNED_BYTE, .. GL_DOUBLE into an integer
+ * in the range [0, 7]. Luckily these type tokens are sequentially
+ * numbered in gl.h
+ */
#define TYPE_IDX(t) ((t) & 0xf)
-static void (*colorfuncs[2][8])( const void * ) = {
- { (void (*)( const void * ))glColor3bv,
- (void (*)( const void * ))glColor3ub,
- (void (*)( const void * ))glColor3sv,
- (void (*)( const void * ))glColor3usv,
- (void (*)( const void * ))glColor3iv,
- (void (*)( const void * ))glColor3uiv,
- (void (*)( const void * ))glColor3fv,
- (void (*)( const void * ))glColor3dv },
-
- { (void (*)( const void * ))glColor4bv,
- (void (*)( const void * ))glColor4ub,
- (void (*)( const void * ))glColor4sv,
- (void (*)( const void * ))glColor4usv,
- (void (*)( const void * ))glColor4iv,
- (void (*)( const void * ))glColor4uiv,
- (void (*)( const void * ))glColor4fv,
- (void (*)( const void * ))glColor4dv }
+
+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 (*vertexfuncs[3][8])( const void * ) = {
+static array_func VertexFuncs[3][8] = {
{ 0,
0,
- (void (*)( const void * ))glVertex2sv,
+ (array_func)glVertex2sv,
0,
- (void (*)( const void * ))glVertex2iv,
+ (array_func)glVertex2iv,
0,
- (void (*)( const void * ))glVertex2fv,
- (void (*)( const void * ))glVertex2dv },
+ (array_func)glVertex2fv,
+ (array_func)glVertex2dv },
{ 0,
0,
- (void (*)( const void * ))glVertex3sv,
+ (array_func)glVertex3sv,
0,
- (void (*)( const void * ))glVertex3iv,
+ (array_func)glVertex3iv,
0,
- (void (*)( const void * ))glVertex3fv,
- (void (*)( const void * ))glVertex3dv },
+ (array_func)glVertex3fv,
+ (array_func)glVertex3dv },
{ 0,
0,
- (void (*)( const void * ))glVertex4sv,
+ (array_func)glVertex4sv,
0,
- (void (*)( const void * ))glVertex4iv,
+ (array_func)glVertex4iv,
0,
- (void (*)( const void * ))glVertex4fv,
- (void (*)( const void * ))glVertex4dv }
+ (array_func)glVertex4fv,
+ (array_func)glVertex4dv }
};
+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 (*multitexfuncs[4][8])( GLenum, const void * ) = {
- { 0,
- 0,
- (void (*)( GLenum, const void * ))glMultiTexCoord1svARB,
- 0,
- (void (*)( GLenum, const void * ))glMultiTexCoord1ivARB,
- 0,
- (void (*)( GLenum, const void * ))glMultiTexCoord1fvARB,
- (void (*)( GLenum, const void * ))glMultiTexCoord1dvARB },
+static array_func NormalFuncs[8] = {
+ (array_func)glNormal3bv,
+ 0,
+ (array_func)glNormal3sv,
+ 0,
+ (array_func)glNormal3iv,
+ 0,
+ (array_func)glNormal3fv,
+ (array_func)glNormal3dv,
+};
- { 0,
- 0,
- (void (*)( GLenum, const void * ))glMultiTexCoord2svARB,
- 0,
- (void (*)( GLenum, const void * ))glMultiTexCoord2ivARB,
- 0,
- (void (*)( GLenum, const void * ))glMultiTexCoord2fvARB,
- (void (*)( GLenum, const void * ))glMultiTexCoord2dvARB },
- { 0,
- 0,
- (void (*)( GLenum, const void * ))glMultiTexCoord3svARB,
- 0,
- (void (*)( GLenum, const void * ))glMultiTexCoord3ivARB,
- 0,
- (void (*)( GLenum, const void * ))glMultiTexCoord3fvARB,
- (void (*)( GLenum, const void * ))glMultiTexCoord3dvARB },
+/* Wrapper functions in case glSecondaryColor*EXT doesn't exist */
+static void GLAPIENTRY SecondaryColor3bvEXT(const GLbyte *c)
+{
+ _glapi_Dispatch->SecondaryColor3bvEXT(c);
+}
- { 0,
- 0,
- (void (*)( GLenum, const void * ))glMultiTexCoord4svARB,
- 0,
- (void (*)( GLenum, const void * ))glMultiTexCoord4ivARB,
- 0,
- (void (*)( GLenum, const void * ))glMultiTexCoord4fvARB,
- (void (*)( GLenum, const void * ))glMultiTexCoord4dvARB }
+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 (*indexfuncs[8])( const void * ) = {
+
+/* 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,
- (void (*)( const void * ))glIndexubv,
- (void (*)( const void * ))glIndexsv,
0,
- (void (*)( const void * ))glIndexiv,
0,
- (void (*)( const void * ))glIndexfv,
- (void (*)( const void * ))glIndexdv
-};
-
-
-static void (*normalfuncs[8])( const void * ) = {
- (void (*)( const void * ))glNormal3bv,
0,
- (void (*)( const void * ))glNormal3sv,
0,
- (void (*)( const void * ))glNormal3iv,
0,
- (void (*)( const void * ))glNormal3fv,
- (void (*)( const void * ))glNormal3dv,
+ (array_func) FogCoordfvEXT,
+ (array_func) FogCoorddvEXT
};
-static void (*fogcoordfuncs[8])( const void * );
-static void (*secondarycolorfuncs[8])( const void * );
-GLboolean _ae_create_context( GLcontext *ctx )
+/**********************************************************************/
+
+/* GL_BYTE attributes */
+
+static void GLAPIENTRY VertexAttrib1Nbv(GLuint index, const GLbyte *v)
{
- static int firsttime = 1;
+ _glapi_Dispatch->VertexAttrib1fNV(index, BYTE_TO_FLOAT(v[0]));
+}
- ctx->aelt_context = MALLOC( sizeof(AEcontext) );
- if (!ctx->aelt_context)
- return GL_FALSE;
+static void GLAPIENTRY VertexAttrib1bv(GLuint index, const GLbyte *v)
+{
+ _glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
+}
+
+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 GLAPIENTRY VertexAttrib2bv(GLuint index, const GLbyte *v)
+{
+ _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
+}
- if (firsttime)
- {
- firsttime = 0;
+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]));
+}
- /* Don't really want to use api_compat.h for this, but the
- * rational for using _glaph_get_proc_address is the same.
- */
- fogcoordfuncs[0] = _glapi_get_proc_address("glSecondaryColor3bvEXT");
- fogcoordfuncs[1] = _glapi_get_proc_address("glSecondaryColor3ubvEXT");
- fogcoordfuncs[2] = _glapi_get_proc_address("glSecondaryColor3svEXT");
- fogcoordfuncs[3] = _glapi_get_proc_address("glSecondaryColor3usvEXT");
- fogcoordfuncs[4] = _glapi_get_proc_address("glSecondaryColor3ivEXT");
- fogcoordfuncs[5] = _glapi_get_proc_address("glSecondaryColor3uivEXT");
- fogcoordfuncs[6] = _glapi_get_proc_address("glSecondaryColor3fvEXT");
- fogcoordfuncs[7] = _glapi_get_proc_address("glSecondaryColor3dvEXT");
-
- secondarycolorfuncs[6] = _glapi_get_proc_address("glFogCoordfvEXT");
- secondarycolorfuncs[7] = _glapi_get_proc_address("glFogCoorddvEXT");
+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
+ }
}
+};
+
+/**********************************************************************/
+
+
+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;
}
+/**
+ * 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);
- AEtexarray *ta = actx->texarrays;
AEarray *aa = actx->arrays;
- int i;
-
- 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++;
- }
-
- ta->func = 0;
+ AEattrib *at = actx->attribs;
+ GLuint i;
- if (ctx->Array.Color.Enabled) {
- aa->array = &ctx->Array.Color;
- aa->func = colorfuncs[aa->array->Size-3][TYPE_IDX(aa->array->Type)];
+ /* conventional vertex arrays */
+ 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 = (array_func) glEdgeFlagv;
aa++;
}
-
if (ctx->Array.Normal.Enabled) {
aa->array = &ctx->Array.Normal;
- aa->func = normalfuncs[TYPE_IDX(aa->array->Type)];
+ aa->func = NormalFuncs[TYPE_IDX(aa->array->Type)];
aa++;
}
-
- if (ctx->Array.Index.Enabled) {
- aa->array = &ctx->Array.Index;
- aa->func = indexfuncs[TYPE_IDX(aa->array->Type)];
+ 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.EdgeFlag.Enabled) {
- aa->array = &ctx->Array.EdgeFlag;
- aa->func = (void (*)( const void * ))glEdgeFlagv;
+ 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->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++;
+ }
+ }
- if (ctx->Array.SecondaryColor.Enabled) {
- aa->array = &ctx->Array.SecondaryColor;
- aa->func = secondarycolorfuncs[TYPE_IDX(aa->array->Type)];
- aa++;
+ /* 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++;
+ }
}
- /* Must be last
- */
- if (ctx->Array.Vertex.Enabled) {
+ /* 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;
}
-void _ae_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);
- AEcontext *actx = AE_CONTEXT(ctx);
- AEtexarray *ta;
- AEarray *aa;
+ const AEcontext *actx = AE_CONTEXT(ctx);
+ const AEarray *aa;
+ const AEattrib *at;
if (actx->NewState)
_ae_update_state( ctx );
- for (ta = actx->texarrays ; ta->func ; ta++) {
- ta->func( ta->unit, (char *)ta->array->Ptr + elt * ta->array->StrideB );
+ /* 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 );
}
- /* Must be last
- */
- for (aa = actx->arrays ; aa->func ; aa++) {
- aa->func( (char *)aa->array->Ptr + elt * aa->array->StrideB );
+ /* 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 );
}
}