#include "imports.h"
#include "context.h"
#include "mfeatures.h"
-#if FEATURE_ARB_vertex_buffer_object
#include "bufferobj.h"
-#endif
#include "arrayobj.h"
#include "macros.h"
#include "mtypes.h"
{
GLuint i;
- _mesa_reference_buffer_object(ctx, &obj->Vertex.BufferObj, NULL);
- _mesa_reference_buffer_object(ctx, &obj->Weight.BufferObj, NULL);
- _mesa_reference_buffer_object(ctx, &obj->Normal.BufferObj, NULL);
- _mesa_reference_buffer_object(ctx, &obj->Color.BufferObj, NULL);
- _mesa_reference_buffer_object(ctx, &obj->SecondaryColor.BufferObj, NULL);
- _mesa_reference_buffer_object(ctx, &obj->FogCoord.BufferObj, NULL);
- _mesa_reference_buffer_object(ctx, &obj->Index.BufferObj, NULL);
- _mesa_reference_buffer_object(ctx, &obj->EdgeFlag.BufferObj, NULL);
-
- for (i = 0; i < Elements(obj->TexCoord); i++)
- _mesa_reference_buffer_object(ctx, &obj->TexCoord[i].BufferObj, NULL);
-
for (i = 0; i < Elements(obj->VertexAttrib); i++)
- _mesa_reference_buffer_object(ctx, &obj->VertexAttrib[i].BufferObj,NULL);
-
-#if FEATURE_point_size_array
- _mesa_reference_buffer_object(ctx, &obj->PointSize.BufferObj, NULL);
-#endif
+ _mesa_reference_buffer_object(ctx, &obj->VertexAttrib[i].BufferObj, NULL);
}
array->Normalized = GL_FALSE;
array->Integer = GL_FALSE;
array->_ElementSize = size * _mesa_sizeof_type(type);
-#if FEATURE_ARB_vertex_buffer_object
/* Vertex array buffers */
_mesa_reference_buffer_object(ctx, &array->BufferObj,
ctx->Shared->NullBufferObj);
-#endif
}
obj->RefCount = 1;
/* Init the individual arrays */
- init_array(ctx, &obj->Vertex, 4, GL_FLOAT);
- init_array(ctx, &obj->Weight, 1, GL_FLOAT);
- init_array(ctx, &obj->Normal, 3, GL_FLOAT);
- init_array(ctx, &obj->Color, 4, GL_FLOAT);
- init_array(ctx, &obj->SecondaryColor, 3, GL_FLOAT);
- init_array(ctx, &obj->FogCoord, 1, GL_FLOAT);
- init_array(ctx, &obj->Index, 1, GL_FLOAT);
- for (i = 0; i < Elements(obj->TexCoord); i++) {
- init_array(ctx, &obj->TexCoord[i], 4, GL_FLOAT);
- }
- init_array(ctx, &obj->EdgeFlag, 1, GL_BOOL);
for (i = 0; i < Elements(obj->VertexAttrib); i++) {
- init_array(ctx, &obj->VertexAttrib[i], 4, GL_FLOAT);
- }
-
+ switch (i) {
+ case VERT_ATTRIB_WEIGHT:
+ init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_WEIGHT], 1, GL_FLOAT);
+ break;
+ case VERT_ATTRIB_NORMAL:
+ init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_NORMAL], 3, GL_FLOAT);
+ break;
+ case VERT_ATTRIB_COLOR1:
+ init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_COLOR1], 3, GL_FLOAT);
+ break;
+ case VERT_ATTRIB_FOG:
+ init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_FOG], 1, GL_FLOAT);
+ break;
+ case VERT_ATTRIB_COLOR_INDEX:
+ init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX], 1, GL_FLOAT);
+ break;
+ case VERT_ATTRIB_EDGEFLAG:
+ init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_EDGEFLAG], 1, GL_BOOL);
+ break;
#if FEATURE_point_size_array
- init_array(ctx, &obj->PointSize, 1, GL_FLOAT);
+ case VERT_ATTRIB_POINT_SIZE:
+ init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_POINT_SIZE], 1, GL_FLOAT);
+ break;
#endif
+ default:
+ init_array(ctx, &obj->VertexAttrib[i], 4, GL_FLOAT);
+ break;
+ }
+ }
_mesa_reference_buffer_object(ctx, &obj->ElementArrayBufferObj,
ctx->Shared->NullBufferObj);
static GLuint
update_min(GLuint min, struct gl_client_array *array)
{
- if (array->Enabled) {
- _mesa_update_array_max_element(array);
- return MIN2(min, array->_MaxElement);
- }
- else
- return min;
+ assert(array->Enabled);
+ _mesa_update_array_max_element(array);
+ return MIN2(min, array->_MaxElement);
}
_mesa_update_array_object_max_element(struct gl_context *ctx,
struct gl_array_object *arrayObj)
{
- GLuint i, min = ~0;
-
- min = update_min(min, &arrayObj->Vertex);
- min = update_min(min, &arrayObj->Weight);
- min = update_min(min, &arrayObj->Normal);
- min = update_min(min, &arrayObj->Color);
- min = update_min(min, &arrayObj->SecondaryColor);
- min = update_min(min, &arrayObj->FogCoord);
- min = update_min(min, &arrayObj->Index);
- min = update_min(min, &arrayObj->EdgeFlag);
-#if FEATURE_point_size_array
- min = update_min(min, &arrayObj->PointSize);
-#endif
- for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++)
- min = update_min(min, &arrayObj->TexCoord[i]);
- for (i = 0; i < Elements(arrayObj->VertexAttrib); i++)
- min = update_min(min, &arrayObj->VertexAttrib[i]);
+ GLbitfield64 enabled = arrayObj->_Enabled;
+ GLuint min = ~0u;
+
+ while (enabled) {
+ GLint attrib = _mesa_ffsll(enabled) - 1;
+ enabled &= ~BITFIELD64_BIT(attrib);
+ min = update_min(min, &arrayObj->VertexAttrib[attrib]);
+ }
/* _MaxElement is one past the last legal array element */
arrayObj->_MaxElement = min;