struct gl_vertex_array_object *
_mesa_lookup_vao(struct gl_context *ctx, GLuint id)
{
- if (id == 0)
+ if (id == 0) {
return NULL;
- else
- return (struct gl_vertex_array_object *)
- _mesa_HashLookupLocked(ctx->Array.Objects, id);
+ } else {
+ struct gl_vertex_array_object *vao;
+
+ if (ctx->Array.LastLookedUpVAO &&
+ ctx->Array.LastLookedUpVAO->Name == id) {
+ vao = ctx->Array.LastLookedUpVAO;
+ } else {
+ vao = (struct gl_vertex_array_object *)
+ _mesa_HashLookupLocked(ctx->Array.Objects, id);
+
+ _mesa_reference_vao(ctx, &ctx->Array.LastLookedUpVAO, vao);
+ }
+
+ return vao;
+ }
}
binding->Offset = 0;
binding->Stride = array->_ElementSize;
binding->BufferObj = NULL;
- binding->_BoundArrays = BITFIELD64_BIT(index);
+ binding->_BoundArrays = BITFIELD_BIT(index);
/* Vertex array buffers */
_mesa_reference_buffer_object(ctx, &binding->BufferObj,
/* Init the individual arrays */
for (i = 0; i < ARRAY_SIZE(vao->VertexAttrib); i++) {
switch (i) {
- case VERT_ATTRIB_WEIGHT:
- init_array(ctx, vao, VERT_ATTRIB_WEIGHT, 1, GL_FLOAT);
- break;
case VERT_ATTRIB_NORMAL:
init_array(ctx, vao, VERT_ATTRIB_NORMAL, 3, GL_FLOAT);
break;
/**
- * Updates the derived gl_vertex_arrays when a gl_vertex_attrib_array
+ * Updates the derived gl_vertex_arrays when a gl_array_attributes
* or a gl_vertex_buffer_binding has changed.
*/
void
_mesa_update_vao_client_arrays(struct gl_context *ctx,
struct gl_vertex_array_object *vao)
{
- GLbitfield64 arrays = vao->NewArrays;
+ GLbitfield arrays = vao->NewArrays;
while (arrays) {
- const int attrib = u_bit_scan64(&arrays);
+ const int attrib = u_bit_scan(&arrays);
struct gl_vertex_array *client_array = &vao->_VertexAttrib[attrib];
const struct gl_array_attributes *attrib_array =
&vao->VertexAttrib[attrib];
_mesa_all_varyings_in_vbos(const struct gl_vertex_array_object *vao)
{
/* Walk those enabled arrays that have the default vbo attached */
- GLbitfield64 mask = vao->_Enabled & ~vao->VertexAttribBufferMask;
+ GLbitfield mask = vao->_Enabled & ~vao->VertexAttribBufferMask;
while (mask) {
/* Do not use u_bit_scan64 as we can walk multiple
* attrib arrays at once
*/
- const int i = ffsll(mask) - 1;
+ const int i = ffs(mask) - 1;
const struct gl_array_attributes *attrib_array =
&vao->VertexAttrib[i];
const struct gl_vertex_buffer_binding *buffer_binding =
_mesa_all_buffers_are_unmapped(const struct gl_vertex_array_object *vao)
{
/* Walk the enabled arrays that have a vbo attached */
- GLbitfield64 mask = vao->_Enabled & vao->VertexAttribBufferMask;
+ GLbitfield mask = vao->_Enabled & vao->VertexAttribBufferMask;
while (mask) {
- const int i = ffsll(mask) - 1;
+ const int i = ffs(mask) - 1;
const struct gl_array_attributes *attrib_array =
&vao->VertexAttrib[i];
const struct gl_vertex_buffer_binding *buffer_binding =
}
+void GLAPIENTRY
+_mesa_VertexArrayElementBuffer_no_error(GLuint vaobj, GLuint buffer)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ vertex_array_element_buffer(ctx, vaobj, buffer, true);
+}
+
+
void GLAPIENTRY
_mesa_VertexArrayElementBuffer(GLuint vaobj, GLuint buffer)
{