GLuint attribIndex,
GLuint bindingIndex)
{
- struct gl_vertex_attrib_array *array = &vao->VertexAttrib[attribIndex];
+ struct gl_array_attributes *array = &vao->VertexAttrib[attribIndex];
if (!_mesa_is_bufferobj(vao->VertexBinding[bindingIndex].BufferObj))
vao->VertexAttribBufferMask &= ~VERT_BIT(attribIndex);
GLboolean integer, GLboolean doubles,
GLuint relativeOffset, bool flush_vertices)
{
- struct gl_vertex_attrib_array *const array = &vao->VertexAttrib[attrib];
+ struct gl_array_attributes *const array = &vao->VertexAttrib[attrib];
GLint elementSize;
assert(size <= 4);
GLboolean normalized, GLboolean integer, GLboolean doubles,
const GLvoid *ptr)
{
- struct gl_vertex_attrib_array *array;
+ struct gl_array_attributes *array;
GLsizei effectiveStride;
/* Page 407 (page 423 of the PDF) of the OpenGL 3.0 spec says:
GLuint index, GLenum pname,
const char *caller)
{
- const struct gl_vertex_attrib_array *array;
+ const struct gl_array_attributes *array;
if (index >= ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs) {
_mesa_error(ctx, GL_INVALID_VALUE, "%s(index=%u)", caller, index);
void
_mesa_copy_vertex_attrib_array(struct gl_context *ctx,
- struct gl_vertex_attrib_array *dst,
- const struct gl_vertex_attrib_array *src)
+ struct gl_array_attributes *dst,
+ const struct gl_array_attributes *src)
{
dst->Size = src->Size;
dst->Type = src->Type;
unsigned i;
for (i = 0; i < VERT_ATTRIB_MAX; ++i) {
- const struct gl_vertex_attrib_array *array = &vao->VertexAttrib[i];
+ const struct gl_array_attributes *array = &vao->VertexAttrib[i];
if (!array->Enabled)
continue;