**************************************************************************/
-#include "util/u_format_r11g11b10f.h"
+#include "util/format_r11g11b10f.h"
#include "main/varray.h"
+#include "vbo_util.h"
/* ATTR */
-#define ATTR( A, N, T, V0, V1, V2, V3 ) \
- ATTR_##T((A), (N), (T), (V0), (V1), (V2), (V3))
-
-#define ATTR_GL_UNSIGNED_INT( A, N, T, V0, V1, V2, V3 ) \
- ATTR_UNION(A, N, T, UINT_AS_UNION(V0), UINT_AS_UNION(V1), \
- UINT_AS_UNION(V2), UINT_AS_UNION(V3))
-#define ATTR_GL_INT( A, N, T, V0, V1, V2, V3 ) \
- ATTR_UNION(A, N, T, INT_AS_UNION(V0), INT_AS_UNION(V1), \
- INT_AS_UNION(V2), INT_AS_UNION(V3))
-#define ATTR_GL_FLOAT( A, N, T, V0, V1, V2, V3 ) \
- ATTR_UNION(A, N, T, FLOAT_AS_UNION(V0), FLOAT_AS_UNION(V1),\
- FLOAT_AS_UNION(V2), FLOAT_AS_UNION(V3))
+#define ATTRI( A, N, V0, V1, V2, V3 ) \
+ ATTR_UNION(A, N, GL_INT, uint32_t, INT_AS_UINT(V0), INT_AS_UINT(V1), \
+ INT_AS_UINT(V2), INT_AS_UINT(V3))
+#define ATTRUI( A, N, V0, V1, V2, V3 ) \
+ ATTR_UNION(A, N, GL_UNSIGNED_INT, uint32_t, (uint32_t)(V0), (uint32_t)(V1), \
+ (uint32_t)(V2), (uint32_t)(V3))
+#define ATTRF( A, N, V0, V1, V2, V3 ) \
+ ATTR_UNION(A, N, GL_FLOAT, uint32_t, FLOAT_AS_UINT(V0), FLOAT_AS_UINT(V1),\
+ FLOAT_AS_UINT(V2), FLOAT_AS_UINT(V3))
+#define ATTRD( A, N, V0, V1, V2, V3 ) \
+ ATTR_UNION(A, N, GL_DOUBLE, uint64_t, DOUBLE_AS_UINT64(V0), \
+ DOUBLE_AS_UINT64(V1), DOUBLE_AS_UINT64(V2), DOUBLE_AS_UINT64(V3))
+#define ATTRUI64( A, N, V0, V1, V2, V3 ) \
+ ATTR_UNION(A, N, GL_UNSIGNED_INT64_ARB, uint64_t, 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, \
- X, Y, Z, 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, \
- X, Y, Z, 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 ui10 / 1023.0f;
-}
+#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 )
-static inline float conv_ui2_to_norm_float(unsigned ui2)
-{
- 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 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), \
conv_ui2_to_norm_float(((UI) >> 30) & 0x3) )
-struct attr_bits_10 {signed int x:10;};
-struct attr_bits_2 {signed int x:2;};
-
-static inline float conv_i10_to_i(int i10)
-{
- struct attr_bits_10 val;
- val.x = i10;
- return (float)val.x;
-}
-
-static inline float conv_i2_to_i(int i2)
-{
- struct attr_bits_2 val;
- val.x = i2;
- return (float)val.x;
-}
-
-static inline float conv_i10_to_norm_float(const struct gl_context *ctx, int i10)
-{
- struct attr_bits_10 val;
- val.x = i10;
-
- /* Traditionally, OpenGL has had two equations for converting from
- * normalized fixed-point data to floating-point data. In the OpenGL 3.2
- * specification, these are equations 2.2 and 2.3, respectively:
- *
- * f = (2c + 1)/(2^b - 1). (2.2)
- *
- * Comments below this equation state: "In general, this representation is
- * used for signed normalized fixed-point parameters in GL commands, such
- * as vertex attribute values." Which is what we're doing here.
- *
- * f = max{c/(2^(b-1) - 1), -1.0} (2.3)
- *
- * Comments below this equation state: "In general, this representation is
- * used for signed normalized fixed-point texture or floating point values."
- *
- * OpenGL 4.2+ and ES 3.0 remedy this and state that equation 2.3 (above)
- * is used in every case. They remove equation 2.2 completely.
- */
- if (_mesa_is_gles3(ctx) ||
- (ctx->API == API_OPENGL_CORE && ctx->Version >= 42)) {
- /* Equation 2.3 above. */
- float f = ((float) val.x) / 511.0F;
- return MAX2(f, -1.0f);
- } else {
- /* Equation 2.2 above. */
- return (2.0F * (float)val.x + 1.0F) * (1.0F / 1023.0F);
- }
-}
-
-static inline float conv_i2_to_norm_float(const struct gl_context *ctx, int i2)
-{
- struct attr_bits_2 val;
- val.x = i2;
-
- if (_mesa_is_gles3(ctx) ||
- (ctx->API == API_OPENGL_CORE && ctx->Version >= 42)) {
- /* Equation 2.3 above. */
- float f = (float) val.x;
- return MAX2(f, -1.0f);
- } else {
- /* Equation 2.2 above. */
- return (2.0F * (float)val.x + 1.0F) * (1.0F / 3.0F);
- }
-}
-
-#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), \
} 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 )
+
+#define ATTR1UIV64( A, V ) ATTRUI64( A, 1, (V)[0], 0, 0, 0 )
+#define ATTR1UI64( A, X ) ATTRUI64( A, 1, X, 0, 0, 0 )
+
+
static void GLAPIENTRY
TAG(Vertex2f)(GLfloat x, GLfloat y)
{
TAG(Indexf)(GLfloat f)
{
GET_CURRENT_CONTEXT(ctx);
- ATTR1F(VBO_ATTRIB_INDEX, f);
+ ATTR1F(VBO_ATTRIB_COLOR_INDEX, f);
}
static void GLAPIENTRY
TAG(Indexfv)(const GLfloat * f)
{
GET_CURRENT_CONTEXT(ctx);
- ATTR1FV(VBO_ATTRIB_INDEX, f);
+ ATTR1FV(VBO_ATTRIB_COLOR_INDEX, f);
}
}
-
static void GLAPIENTRY
TAG(VertexAttrib1fARB)(GLuint index, GLfloat x)
{
GET_CURRENT_CONTEXT(ctx);
- if (index == 0 && _mesa_attr_zero_aliases_vertex(ctx))
+ if (is_vertex_position(ctx, index))
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 && _mesa_attr_zero_aliases_vertex(ctx))
+ if (is_vertex_position(ctx, index))
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 && _mesa_attr_zero_aliases_vertex(ctx))
+ if (is_vertex_position(ctx, index))
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 && _mesa_attr_zero_aliases_vertex(ctx))
+ if (is_vertex_position(ctx, index))
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 && _mesa_attr_zero_aliases_vertex(ctx))
+ if (is_vertex_position(ctx, index))
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 && _mesa_attr_zero_aliases_vertex(ctx))
+ if (is_vertex_position(ctx, index))
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 && _mesa_attr_zero_aliases_vertex(ctx))
+ if (is_vertex_position(ctx, index))
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 && _mesa_attr_zero_aliases_vertex(ctx))
+ if (is_vertex_position(ctx, index))
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 && _mesa_attr_zero_aliases_vertex(ctx))
+ if (is_vertex_position(ctx, index))
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 && _mesa_attr_zero_aliases_vertex(ctx))
+ if (is_vertex_position(ctx, index))
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 && _mesa_attr_zero_aliases_vertex(ctx))
+ if (is_vertex_position(ctx, index))
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 && _mesa_attr_zero_aliases_vertex(ctx))
+ if (is_vertex_position(ctx, index))
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 && _mesa_attr_zero_aliases_vertex(ctx))
+ if (is_vertex_position(ctx, index))
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 && _mesa_attr_zero_aliases_vertex(ctx))
+ if (is_vertex_position(ctx, index))
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 && _mesa_attr_zero_aliases_vertex(ctx))
+ if (is_vertex_position(ctx, index))
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 && _mesa_attr_zero_aliases_vertex(ctx))
+ if (is_vertex_position(ctx, index))
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 && _mesa_attr_zero_aliases_vertex(ctx))
+ if (is_vertex_position(ctx, index))
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 && _mesa_attr_zero_aliases_vertex(ctx))
+ if (is_vertex_position(ctx, index))
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 && _mesa_attr_zero_aliases_vertex(ctx))
+ if (is_vertex_position(ctx, index))
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 && _mesa_attr_zero_aliases_vertex(ctx))
+ if (is_vertex_position(ctx, index))
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 && _mesa_attr_zero_aliases_vertex(ctx))
+ if (is_vertex_position(ctx, index))
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 && _mesa_attr_zero_aliases_vertex(ctx))
+ if (is_vertex_position(ctx, index))
ATTR4UIV(0, v);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR4UIV(VBO_ATTRIB_GENERIC0 + index, v);
-/* In addition to supporting NV_vertex_program, these entrypoints are
- * used by the display list and other code specifically because of
- * their property of aliasing with other attributes. (See
- * vbo_save_loopback.c)
+/* These entrypoints are no longer used for NV_vertex_program but they are
+ * used by the display list and other code specifically because of their
+ * property of aliasing with the legacy Vertex, TexCoord, Normal, etc
+ * attributes. (See vbo_save_loopback.c)
*/
static void GLAPIENTRY
TAG(VertexAttrib1fNV)(GLuint index, GLfloat x)
ATTR4FV(index, v);
}
-
-#define ERROR_IF_NOT_PACKED_TYPE(ctx, type, func) \
- if (type != GL_INT_2_10_10_10_REV && type != GL_UNSIGNED_INT_2_10_10_10_REV) { \
- _mesa_error(ctx, GL_INVALID_ENUM, "%s(type)", func); \
- return; \
- }
-
-/* Extended version of ERROR_IF_NOT_PACKED_TYPE which also
- * accepts GL_UNSIGNED_INT_10F_11F_11F_REV.
- *
- * Only used for VertexAttribP[123]ui[v]; VertexAttribP4* cannot use this type,
- * and neither can legacy vertex attribs.
- */
-#define ERROR_IF_NOT_PACKED_TYPE_EXT(ctx, type, func) \
- if (type != GL_INT_2_10_10_10_REV && type != GL_UNSIGNED_INT_2_10_10_10_REV && \
- type != GL_UNSIGNED_INT_10F_11F_11F_REV) { \
- _mesa_error(ctx, GL_INVALID_ENUM, "%s(type)", func); \
- return; \
- }
-
static void GLAPIENTRY
TAG(VertexP2ui)(GLenum type, GLuint value)
{
}
+
+static void GLAPIENTRY
+TAG(VertexAttribL1d)(GLuint index, GLdouble x)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ if (is_vertex_position(ctx, index))
+ 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 (is_vertex_position(ctx, index))
+ 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 (is_vertex_position(ctx, index))
+ 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 (is_vertex_position(ctx, index))
+ 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 (is_vertex_position(ctx, index))
+ 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 (is_vertex_position(ctx, index))
+ 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 (is_vertex_position(ctx, index))
+ 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 (is_vertex_position(ctx, index))
+ ATTR4DV(0, v);
+ else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
+ ATTR4DV(VBO_ATTRIB_GENERIC0 + index, v);
+ else
+ ERROR(GL_INVALID_VALUE);
+}
+
+static void GLAPIENTRY
+TAG(VertexAttribL1ui64ARB)(GLuint index, GLuint64EXT x)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ if (is_vertex_position(ctx, index))
+ ATTR1UI64(0, x);
+ else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
+ ATTR1UI64(VBO_ATTRIB_GENERIC0 + index, x);
+ else
+ ERROR(GL_INVALID_VALUE);
+}
+
+static void GLAPIENTRY
+TAG(VertexAttribL1ui64vARB)(GLuint index, const GLuint64EXT *v)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ if (is_vertex_position(ctx, index))
+ ATTR1UIV64(0, v);
+ else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
+ ATTR1UIV64(VBO_ATTRIB_GENERIC0 + index, v);
+ else
+ ERROR(GL_INVALID_VALUE);
+}
+
#undef ATTR1FV
#undef ATTR2FV
#undef ATTR3FV