/**************************************************************************
-Copyright 2002 Tungsten Graphics Inc., Cedar Park, Texas.
+Copyright 2002 VMware, Inc.
Copyright 2011 Dave Airlie (ARB_vertex_type_2_10_10_10_rev support)
All Rights Reserved.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
-TUNGSTEN GRAPHICS AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
+VMWARE AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
USE OR OTHER DEALINGS IN THE SOFTWARE.
**************************************************************************/
-#include "util/u_format_r11g11b10f.h"
+#include "util/format_r11g11b10f.h"
+#include "main/varray.h"
+
+
+/* ATTR */
+#define ATTRI( A, N, V0, V1, V2, V3 ) \
+ ATTR_UNION(A, N, GL_INT, fi_type, INT_AS_UNION(V0), INT_AS_UNION(V1), \
+ INT_AS_UNION(V2), INT_AS_UNION(V3))
+#define ATTRUI( A, N, V0, V1, V2, V3 ) \
+ ATTR_UNION(A, N, GL_UNSIGNED_INT, fi_type, UINT_AS_UNION(V0), UINT_AS_UNION(V1), \
+ UINT_AS_UNION(V2), UINT_AS_UNION(V3))
+#define ATTRF( A, N, V0, V1, V2, V3 ) \
+ ATTR_UNION(A, N, GL_FLOAT, fi_type, FLOAT_AS_UNION(V0), FLOAT_AS_UNION(V1),\
+ FLOAT_AS_UNION(V2), FLOAT_AS_UNION(V3))
+#define ATTRD( A, N, V0, V1, V2, V3 ) \
+ ATTR_UNION(A, N, GL_DOUBLE, double, V0, V1, V2, V3)
+
/* float */
-#define ATTR1FV( A, V ) ATTR( A, 1, GL_FLOAT, (V)[0], 0, 0, 1 )
-#define ATTR2FV( A, V ) ATTR( A, 2, GL_FLOAT, (V)[0], (V)[1], 0, 1 )
-#define ATTR3FV( A, V ) ATTR( A, 3, GL_FLOAT, (V)[0], (V)[1], (V)[2], 1 )
-#define ATTR4FV( A, V ) ATTR( A, 4, GL_FLOAT, (V)[0], (V)[1], (V)[2], (V)[3] )
+#define ATTR1FV( A, V ) ATTRF( A, 1, (V)[0], 0, 0, 1 )
+#define ATTR2FV( A, V ) ATTRF( A, 2, (V)[0], (V)[1], 0, 1 )
+#define ATTR3FV( A, V ) ATTRF( A, 3, (V)[0], (V)[1], (V)[2], 1 )
+#define ATTR4FV( A, V ) ATTRF( A, 4, (V)[0], (V)[1], (V)[2], (V)[3] )
-#define ATTR1F( A, X ) ATTR( A, 1, GL_FLOAT, X, 0, 0, 1 )
-#define ATTR2F( A, X, Y ) ATTR( A, 2, GL_FLOAT, X, Y, 0, 1 )
-#define ATTR3F( A, X, Y, Z ) ATTR( A, 3, GL_FLOAT, X, Y, Z, 1 )
-#define ATTR4F( A, X, Y, Z, W ) ATTR( A, 4, GL_FLOAT, X, Y, Z, W )
+#define ATTR1F( A, X ) ATTRF( A, 1, X, 0, 0, 1 )
+#define ATTR2F( A, X, Y ) ATTRF( A, 2, X, Y, 0, 1 )
+#define ATTR3F( A, X, Y, Z ) ATTRF( A, 3, X, Y, Z, 1 )
+#define ATTR4F( A, X, Y, Z, W ) ATTRF( A, 4, X, Y, Z, W )
-/* int */
-#define ATTRI( A, N, X, Y, Z, W) ATTR( A, N, GL_INT, \
- INT_AS_FLT(X), INT_AS_FLT(Y), \
- INT_AS_FLT(Z), INT_AS_FLT(W) )
+/* int */
#define ATTR2IV( A, V ) ATTRI( A, 2, (V)[0], (V)[1], 0, 1 )
#define ATTR3IV( A, V ) ATTRI( A, 3, (V)[0], (V)[1], (V)[2], 1 )
#define ATTR4IV( A, V ) ATTRI( A, 4, (V)[0], (V)[1], (V)[2], (V)[3] )
/* uint */
-#define ATTRUI( A, N, X, Y, Z, W) ATTR( A, N, GL_UNSIGNED_INT, \
- UINT_AS_FLT(X), UINT_AS_FLT(Y), \
- UINT_AS_FLT(Z), UINT_AS_FLT(W) )
-
#define ATTR2UIV( A, V ) ATTRUI( A, 2, (V)[0], (V)[1], 0, 1 )
#define ATTR3UIV( A, V ) ATTRUI( A, 3, (V)[0], (V)[1], (V)[2], 1 )
#define ATTR4UIV( A, V ) ATTRUI( A, 4, (V)[0], (V)[1], (V)[2], (V)[3] )
#define ATTR3UI( A, X, Y, Z ) ATTRUI( A, 3, X, Y, Z, 1 )
#define ATTR4UI( A, X, Y, Z, W ) ATTRUI( A, 4, X, Y, Z, W )
-#define MAT_ATTR( A, N, V ) ATTR( A, N, GL_FLOAT, (V)[0], (V)[1], (V)[2], (V)[3] )
+#define MAT_ATTR( A, N, V ) ATTRF( A, N, (V)[0], (V)[1], (V)[2], (V)[3] )
static inline float conv_ui10_to_norm_float(unsigned ui10)
{
return ui2 / 3.0f;
}
-#define ATTRUI10_1( A, UI ) ATTR( A, 1, GL_FLOAT, (UI) & 0x3ff, 0, 0, 1 )
-#define ATTRUI10_2( A, UI ) ATTR( A, 2, GL_FLOAT, (UI) & 0x3ff, ((UI) >> 10) & 0x3ff, 0, 1 )
-#define ATTRUI10_3( A, UI ) ATTR( A, 3, GL_FLOAT, (UI) & 0x3ff, ((UI) >> 10) & 0x3ff, ((UI) >> 20) & 0x3ff, 1 )
-#define ATTRUI10_4( A, UI ) ATTR( A, 4, GL_FLOAT, (UI) & 0x3ff, ((UI) >> 10) & 0x3ff, ((UI) >> 20) & 0x3ff, ((UI) >> 30) & 0x3 )
+#define ATTRUI10_1( A, UI ) ATTRF( A, 1, (UI) & 0x3ff, 0, 0, 1 )
+#define ATTRUI10_2( A, UI ) ATTRF( A, 2, (UI) & 0x3ff, ((UI) >> 10) & 0x3ff, 0, 1 )
+#define ATTRUI10_3( A, UI ) ATTRF( A, 3, (UI) & 0x3ff, ((UI) >> 10) & 0x3ff, ((UI) >> 20) & 0x3ff, 1 )
+#define ATTRUI10_4( A, UI ) ATTRF( A, 4, (UI) & 0x3ff, ((UI) >> 10) & 0x3ff, ((UI) >> 20) & 0x3ff, ((UI) >> 30) & 0x3 )
-#define ATTRUI10N_1( A, UI ) ATTR( A, 1, GL_FLOAT, conv_ui10_to_norm_float((UI) & 0x3ff), 0, 0, 1 )
-#define ATTRUI10N_2( A, UI ) ATTR( A, 2, GL_FLOAT, \
+#define ATTRUI10N_1( A, UI ) ATTRF( A, 1, conv_ui10_to_norm_float((UI) & 0x3ff), 0, 0, 1 )
+#define ATTRUI10N_2( A, UI ) ATTRF( A, 2, \
conv_ui10_to_norm_float((UI) & 0x3ff), \
conv_ui10_to_norm_float(((UI) >> 10) & 0x3ff), 0, 1 )
-#define ATTRUI10N_3( A, UI ) ATTR( A, 3, GL_FLOAT, \
+#define ATTRUI10N_3( A, UI ) ATTRF( A, 3, \
conv_ui10_to_norm_float((UI) & 0x3ff), \
conv_ui10_to_norm_float(((UI) >> 10) & 0x3ff), \
conv_ui10_to_norm_float(((UI) >> 20) & 0x3ff), 1 )
-#define ATTRUI10N_4( A, UI ) ATTR( A, 4, GL_FLOAT, \
+#define ATTRUI10N_4( A, UI ) ATTRF( A, 4, \
conv_ui10_to_norm_float((UI) & 0x3ff), \
conv_ui10_to_norm_float(((UI) >> 10) & 0x3ff), \
conv_ui10_to_norm_float(((UI) >> 20) & 0x3ff), \
}
}
-#define ATTRI10_1( A, I10 ) ATTR( A, 1, GL_FLOAT, conv_i10_to_i((I10) & 0x3ff), 0, 0, 1 )
-#define ATTRI10_2( A, I10 ) ATTR( A, 2, GL_FLOAT, \
+#define ATTRI10_1( A, I10 ) ATTRF( A, 1, conv_i10_to_i((I10) & 0x3ff), 0, 0, 1 )
+#define ATTRI10_2( A, I10 ) ATTRF( A, 2, \
conv_i10_to_i((I10) & 0x3ff), \
conv_i10_to_i(((I10) >> 10) & 0x3ff), 0, 1 )
-#define ATTRI10_3( A, I10 ) ATTR( A, 3, GL_FLOAT, \
+#define ATTRI10_3( A, I10 ) ATTRF( A, 3, \
conv_i10_to_i((I10) & 0x3ff), \
conv_i10_to_i(((I10) >> 10) & 0x3ff), \
conv_i10_to_i(((I10) >> 20) & 0x3ff), 1 )
-#define ATTRI10_4( A, I10 ) ATTR( A, 4, GL_FLOAT, \
+#define ATTRI10_4( A, I10 ) ATTRF( A, 4, \
conv_i10_to_i((I10) & 0x3ff), \
conv_i10_to_i(((I10) >> 10) & 0x3ff), \
conv_i10_to_i(((I10) >> 20) & 0x3ff), \
conv_i2_to_i(((I10) >> 30) & 0x3))
-#define ATTRI10N_1(ctx, A, I10) ATTR(A, 1, GL_FLOAT, conv_i10_to_norm_float(ctx, (I10) & 0x3ff), 0, 0, 1 )
-#define ATTRI10N_2(ctx, A, I10) ATTR(A, 2, GL_FLOAT, \
+#define ATTRI10N_1(ctx, A, I10) ATTRF(A, 1, conv_i10_to_norm_float(ctx, (I10) & 0x3ff), 0, 0, 1 )
+#define ATTRI10N_2(ctx, A, I10) ATTRF(A, 2, \
conv_i10_to_norm_float(ctx, (I10) & 0x3ff), \
conv_i10_to_norm_float(ctx, ((I10) >> 10) & 0x3ff), 0, 1 )
-#define ATTRI10N_3(ctx, A, I10) ATTR(A, 3, GL_FLOAT, \
+#define ATTRI10N_3(ctx, A, I10) ATTRF(A, 3, \
conv_i10_to_norm_float(ctx, (I10) & 0x3ff), \
conv_i10_to_norm_float(ctx, ((I10) >> 10) & 0x3ff), \
conv_i10_to_norm_float(ctx, ((I10) >> 20) & 0x3ff), 1 )
-#define ATTRI10N_4(ctx, A, I10) ATTR(A, 4, GL_FLOAT, \
+#define ATTRI10N_4(ctx, A, I10) ATTRF(A, 4, \
conv_i10_to_norm_float(ctx, (I10) & 0x3ff), \
conv_i10_to_norm_float(ctx, ((I10) >> 10) & 0x3ff), \
conv_i10_to_norm_float(ctx, ((I10) >> 20) & 0x3ff), \
} \
} else if ((type) == GL_UNSIGNED_INT_10F_11F_11F_REV) { \
float res[4]; \
+ res[3] = 1; \
r11g11b10f_to_float3((arg), res); \
ATTR##val##FV((attr), res); \
} else \
} while(0)
#define ATTR_UI_INDEX(ctx, val, type, normalized, index, arg) do { \
- if ((index) == 0) { \
+ if ((index) == 0 && _mesa_attr_zero_aliases_vertex(ctx)) { \
ATTR_UI(ctx, val, (type), normalized, 0, (arg)); \
} else if ((index) < MAX_VERTEX_GENERIC_ATTRIBS) { \
ATTR_UI(ctx, val, (type), normalized, VBO_ATTRIB_GENERIC0 + (index), (arg)); \
ERROR(GL_INVALID_VALUE); \
} while(0)
+
+/* Doubles */
+#define ATTR1DV( A, V ) ATTRD( A, 1, (V)[0], 0, 0, 1 )
+#define ATTR2DV( A, V ) ATTRD( A, 2, (V)[0], (V)[1], 0, 1 )
+#define ATTR3DV( A, V ) ATTRD( A, 3, (V)[0], (V)[1], (V)[2], 1 )
+#define ATTR4DV( A, V ) ATTRD( A, 4, (V)[0], (V)[1], (V)[2], (V)[3] )
+
+#define ATTR1D( A, X ) ATTRD( A, 1, X, 0, 0, 1 )
+#define ATTR2D( A, X, Y ) ATTRD( A, 2, X, Y, 0, 1 )
+#define ATTR3D( A, X, Y, Z ) ATTRD( A, 3, X, Y, Z, 1 )
+#define ATTR4D( A, X, Y, Z, W ) ATTRD( A, 4, X, Y, Z, W )
+
+
static void GLAPIENTRY
TAG(Vertex2f)(GLfloat x, GLfloat y)
{
TAG(VertexAttrib1fARB)(GLuint index, GLfloat x)
{
GET_CURRENT_CONTEXT(ctx);
- if (index == 0)
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
ATTR1F(0, x);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR1F(VBO_ATTRIB_GENERIC0 + index, x);
TAG(VertexAttrib1fvARB)(GLuint index, const GLfloat * v)
{
GET_CURRENT_CONTEXT(ctx);
- if (index == 0)
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
ATTR1FV(0, v);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR1FV(VBO_ATTRIB_GENERIC0 + index, v);
TAG(VertexAttrib2fARB)(GLuint index, GLfloat x, GLfloat y)
{
GET_CURRENT_CONTEXT(ctx);
- if (index == 0)
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
ATTR2F(0, x, y);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR2F(VBO_ATTRIB_GENERIC0 + index, x, y);
TAG(VertexAttrib2fvARB)(GLuint index, const GLfloat * v)
{
GET_CURRENT_CONTEXT(ctx);
- if (index == 0)
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
ATTR2FV(0, v);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR2FV(VBO_ATTRIB_GENERIC0 + index, v);
TAG(VertexAttrib3fARB)(GLuint index, GLfloat x, GLfloat y, GLfloat z)
{
GET_CURRENT_CONTEXT(ctx);
- if (index == 0)
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
ATTR3F(0, x, y, z);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR3F(VBO_ATTRIB_GENERIC0 + index, x, y, z);
TAG(VertexAttrib3fvARB)(GLuint index, const GLfloat * v)
{
GET_CURRENT_CONTEXT(ctx);
- if (index == 0)
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
ATTR3FV(0, v);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR3FV(VBO_ATTRIB_GENERIC0 + index, v);
TAG(VertexAttrib4fARB)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
GET_CURRENT_CONTEXT(ctx);
- if (index == 0)
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
ATTR4F(0, x, y, z, w);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR4F(VBO_ATTRIB_GENERIC0 + index, x, y, z, w);
TAG(VertexAttrib4fvARB)(GLuint index, const GLfloat * v)
{
GET_CURRENT_CONTEXT(ctx);
- if (index == 0)
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
ATTR4FV(0, v);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR4FV(VBO_ATTRIB_GENERIC0 + index, v);
TAG(VertexAttribI1i)(GLuint index, GLint x)
{
GET_CURRENT_CONTEXT(ctx);
- if (index == 0)
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
ATTR1I(0, x);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR1I(VBO_ATTRIB_GENERIC0 + index, x);
TAG(VertexAttribI2i)(GLuint index, GLint x, GLint y)
{
GET_CURRENT_CONTEXT(ctx);
- if (index == 0)
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
ATTR2I(0, x, y);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR2I(VBO_ATTRIB_GENERIC0 + index, x, y);
TAG(VertexAttribI3i)(GLuint index, GLint x, GLint y, GLint z)
{
GET_CURRENT_CONTEXT(ctx);
- if (index == 0)
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
ATTR3I(0, x, y, z);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR3I(VBO_ATTRIB_GENERIC0 + index, x, y, z);
TAG(VertexAttribI4i)(GLuint index, GLint x, GLint y, GLint z, GLint w)
{
GET_CURRENT_CONTEXT(ctx);
- if (index == 0)
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
ATTR4I(0, x, y, z, w);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR4I(VBO_ATTRIB_GENERIC0 + index, x, y, z, w);
TAG(VertexAttribI2iv)(GLuint index, const GLint *v)
{
GET_CURRENT_CONTEXT(ctx);
- if (index == 0)
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
ATTR2IV(0, v);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR2IV(VBO_ATTRIB_GENERIC0 + index, v);
TAG(VertexAttribI3iv)(GLuint index, const GLint *v)
{
GET_CURRENT_CONTEXT(ctx);
- if (index == 0)
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
ATTR3IV(0, v);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR3IV(VBO_ATTRIB_GENERIC0 + index, v);
TAG(VertexAttribI4iv)(GLuint index, const GLint *v)
{
GET_CURRENT_CONTEXT(ctx);
- if (index == 0)
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
ATTR4IV(0, v);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR4IV(VBO_ATTRIB_GENERIC0 + index, v);
TAG(VertexAttribI1ui)(GLuint index, GLuint x)
{
GET_CURRENT_CONTEXT(ctx);
- if (index == 0)
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
ATTR1UI(0, x);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR1UI(VBO_ATTRIB_GENERIC0 + index, x);
TAG(VertexAttribI2ui)(GLuint index, GLuint x, GLuint y)
{
GET_CURRENT_CONTEXT(ctx);
- if (index == 0)
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
ATTR2UI(0, x, y);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR2UI(VBO_ATTRIB_GENERIC0 + index, x, y);
TAG(VertexAttribI3ui)(GLuint index, GLuint x, GLuint y, GLuint z)
{
GET_CURRENT_CONTEXT(ctx);
- if (index == 0)
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
ATTR3UI(0, x, y, z);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR3UI(VBO_ATTRIB_GENERIC0 + index, x, y, z);
TAG(VertexAttribI4ui)(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
{
GET_CURRENT_CONTEXT(ctx);
- if (index == 0)
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
ATTR4UI(0, x, y, z, w);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR4UI(VBO_ATTRIB_GENERIC0 + index, x, y, z, w);
TAG(VertexAttribI2uiv)(GLuint index, const GLuint *v)
{
GET_CURRENT_CONTEXT(ctx);
- if (index == 0)
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
ATTR2UIV(0, v);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR2UIV(VBO_ATTRIB_GENERIC0 + index, v);
TAG(VertexAttribI3uiv)(GLuint index, const GLuint *v)
{
GET_CURRENT_CONTEXT(ctx);
- if (index == 0)
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
ATTR3UIV(0, v);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR3UIV(VBO_ATTRIB_GENERIC0 + index, v);
TAG(VertexAttribI4uiv)(GLuint index, const GLuint *v)
{
GET_CURRENT_CONTEXT(ctx);
- if (index == 0)
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
ATTR4UIV(0, v);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR4UIV(VBO_ATTRIB_GENERIC0 + index, v);
}
+
+static void GLAPIENTRY
+TAG(VertexAttribL1d)(GLuint index, GLdouble x)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
+ ATTR1D(0, x);
+ else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
+ ATTR1D(VBO_ATTRIB_GENERIC0 + index, x);
+ else
+ ERROR(GL_INVALID_VALUE);
+}
+
+static void GLAPIENTRY
+TAG(VertexAttribL1dv)(GLuint index, const GLdouble * v)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
+ ATTR1DV(0, v);
+ else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
+ ATTR1DV(VBO_ATTRIB_GENERIC0 + index, v);
+ else
+ ERROR(GL_INVALID_VALUE);
+}
+
+static void GLAPIENTRY
+TAG(VertexAttribL2d)(GLuint index, GLdouble x, GLdouble y)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
+ ATTR2D(0, x, y);
+ else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
+ ATTR2D(VBO_ATTRIB_GENERIC0 + index, x, y);
+ else
+ ERROR(GL_INVALID_VALUE);
+}
+
+static void GLAPIENTRY
+TAG(VertexAttribL2dv)(GLuint index, const GLdouble * v)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
+ ATTR2DV(0, v);
+ else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
+ ATTR2DV(VBO_ATTRIB_GENERIC0 + index, v);
+ else
+ ERROR(GL_INVALID_VALUE);
+}
+
+static void GLAPIENTRY
+TAG(VertexAttribL3d)(GLuint index, GLdouble x, GLdouble y, GLdouble z)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
+ ATTR3D(0, x, y, z);
+ else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
+ ATTR3D(VBO_ATTRIB_GENERIC0 + index, x, y, z);
+ else
+ ERROR(GL_INVALID_VALUE);
+}
+
+static void GLAPIENTRY
+TAG(VertexAttribL3dv)(GLuint index, const GLdouble * v)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
+ ATTR3DV(0, v);
+ else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
+ ATTR3DV(VBO_ATTRIB_GENERIC0 + index, v);
+ else
+ ERROR(GL_INVALID_VALUE);
+}
+
+static void GLAPIENTRY
+TAG(VertexAttribL4d)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
+ ATTR4D(0, x, y, z, w);
+ else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
+ ATTR4D(VBO_ATTRIB_GENERIC0 + index, x, y, z, w);
+ else
+ ERROR(GL_INVALID_VALUE);
+}
+
+static void GLAPIENTRY
+TAG(VertexAttribL4dv)(GLuint index, const GLdouble * v)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
+ ATTR4DV(0, v);
+ else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
+ ATTR4DV(VBO_ATTRIB_GENERIC0 + index, v);
+ else
+ ERROR(GL_INVALID_VALUE);
+}
+
+
#undef ATTR1FV
#undef ATTR2FV
#undef ATTR3FV