/*
* Mesa 3-D graphics library
- * Version: 7.7
*
* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
#include "main/dispatch.h"
+#include "vbo/vbo.h"
+
/**
/**
* Lookup function to just encapsulate casting.
*/
-static inline struct gl_display_list *
-lookup_list(struct gl_context *ctx, GLuint list)
+struct gl_display_list *
+_mesa_lookup_list(struct gl_context *ctx, GLuint list)
{
return (struct gl_display_list *)
_mesa_HashLookup(ctx->Shared->DisplayList, list);
}
}
+ free(dlist->Label);
free(dlist);
}
if (list == 0)
return;
- dlist = lookup_list(ctx, list);
+ dlist = _mesa_lookup_list(ctx, list);
if (!dlist)
return;
{
GET_CURRENT_CONTEXT(ctx);
Node *n;
- SAVE_FLUSH_VERTICES(ctx);
+ ASSERT_OUTSIDE_SAVE_BEGIN_END_AND_FLUSH(ctx);
n = alloc_instruction(ctx, OPCODE_RECTF, 4);
if (n) {
n[1].f = a;
static void GLAPIENTRY
save_SamplerParameteri(GLuint sampler, GLenum pname, GLint param)
{
- save_SamplerParameteriv(sampler, pname, ¶m);
+ GLint parray[4];
+ parray[0] = param;
+ parray[1] = parray[2] = parray[3] = 0;
+ save_SamplerParameteriv(sampler, pname, parray);
}
static void GLAPIENTRY
static void GLAPIENTRY
save_SamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
{
- save_SamplerParameterfv(sampler, pname, ¶m);
+ GLfloat parray[4];
+ parray[0] = param;
+ parray[1] = parray[2] = parray[3] = 0.0F;
+ save_SamplerParameterfv(sampler, pname, parray);
}
static void GLAPIENTRY
static GLboolean
islist(struct gl_context *ctx, GLuint list)
{
- if (list > 0 && lookup_list(ctx, list)) {
+ if (list > 0 && _mesa_lookup_list(ctx, list)) {
return GL_TRUE;
}
else {
return;
}
- dlist = lookup_list(ctx, list);
+ dlist = _mesa_lookup_list(ctx, list);
if (!dlist)
return;
_mesa_loopback_init_api_table(ctx, table);
+ /* VBO functions */
+ vbo_initialize_save_dispatch(ctx, table);
+
/* GL 1.0 */
SET_Accum(table, save_Accum);
SET_AlphaFunc(table, save_AlphaFunc);
SET_RasterPos4s(table, save_RasterPos4s);
SET_RasterPos4sv(table, save_RasterPos4sv);
SET_ReadBuffer(table, save_ReadBuffer);
+ SET_Rectf(table, save_Rectf);
SET_Rotated(table, save_Rotated);
SET_Rotatef(table, save_Rotatef);
SET_Scaled(table, save_Scaled);
/* GL_ARB_uniform_buffer_object */
SET_UniformBlockBinding(table, save_UniformBlockBinding);
+
+ /* GL_ARB_draw_instanced */
+ SET_DrawArraysInstancedARB(table, save_DrawArraysInstancedARB);
+ SET_DrawElementsInstancedARB(table, save_DrawElementsInstancedARB);
+
+ /* GL_ARB_draw_elements_base_vertex */
+ SET_DrawElementsInstancedBaseVertex(table, save_DrawElementsInstancedBaseVertexARB);
+
+ /* GL_ARB_base_instance */
+ SET_DrawArraysInstancedBaseInstance(table, save_DrawArraysInstancedBaseInstance);
+ SET_DrawElementsInstancedBaseInstance(table, save_DrawElementsInstancedBaseInstance);
+ SET_DrawElementsInstancedBaseVertexBaseInstance(table, save_DrawElementsInstancedBaseVertexBaseInstance);
}
return;
}
- dlist = lookup_list(ctx, list);
+ dlist = _mesa_lookup_list(ctx, list);
if (!dlist)
return;
vfmt->EvalCoord2fv = save_EvalCoord2fv;
vfmt->EvalPoint1 = save_EvalPoint1;
vfmt->EvalPoint2 = save_EvalPoint2;
- vfmt->EvalMesh1 = save_EvalMesh1;
- vfmt->EvalMesh2 = save_EvalMesh2;
vfmt->FogCoordfEXT = save_FogCoordfEXT;
vfmt->FogCoordfvEXT = save_FogCoordfvEXT;
vfmt->VertexAttrib3fvARB = save_VertexAttrib3fvARB;
vfmt->VertexAttrib4fARB = save_VertexAttrib4fARB;
vfmt->VertexAttrib4fvARB = save_VertexAttrib4fvARB;
-
- vfmt->Rectf = save_Rectf;
-
- /* GL_ARB_draw_instanced */
- vfmt->DrawArraysInstanced = save_DrawArraysInstancedARB;
- vfmt->DrawElementsInstanced = save_DrawElementsInstancedARB;
-
- /* GL_ARB_draw_elements_base_vertex */
- vfmt->DrawElementsInstancedBaseVertex = save_DrawElementsInstancedBaseVertexARB;
-
- /* GL_ARB_base_instance */
- vfmt->DrawArraysInstancedBaseInstance = save_DrawArraysInstancedBaseInstance;
- vfmt->DrawElementsInstancedBaseInstance = save_DrawElementsInstancedBaseInstance;
- vfmt->DrawElementsInstancedBaseVertexBaseInstance = save_DrawElementsInstancedBaseVertexBaseInstance;
-
- /* The driver is required to implement these as
- * 1) They can probably do a better job.
- * 2) A lot of new mechanisms would have to be added to this module
- * to support it. That code would probably never get used,
- * because of (1).
- */
-#if 0
- vfmt->DrawArrays = 0;
- vfmt->DrawElements = 0;
- vfmt->DrawRangeElements = 0;
- vfmt->MultiDrawElemementsEXT = 0;
- vfmt->DrawElementsBaseVertex = 0;
- vfmt->DrawRangeElementsBaseVertex = 0;
- vfmt->MultiDrawElemementsBaseVertex = 0;
-#endif
}