*/
static void vbo_exec_copy_to_current( struct vbo_exec_context *exec )
{
- GLcontext *ctx = exec->ctx;
+ struct gl_context *ctx = exec->ctx;
struct vbo_context *vbo = vbo_context(ctx);
GLuint i;
static void vbo_exec_copy_from_current( struct vbo_exec_context *exec )
{
- GLcontext *ctx = exec->ctx;
+ struct gl_context *ctx = exec->ctx;
struct vbo_context *vbo = vbo_context(ctx);
GLint i;
GLuint attr,
GLuint newsz )
{
- GLcontext *ctx = exec->ctx;
+ struct gl_context *ctx = exec->ctx;
struct vbo_context *vbo = vbo_context(ctx);
GLint lastcount = exec->vtx.vert_count;
GLfloat *tmp;
}
-static void vbo_exec_fixup_vertex( GLcontext *ctx,
+static void vbo_exec_fixup_vertex( struct gl_context *ctx,
GLuint attr, GLuint sz )
{
struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
#define ATTR( A, N, V0, V1, V2, V3 ) \
do { \
struct vbo_exec_context *exec = &vbo_context(ctx)->exec; \
- \
- if (exec->vtx.active_sz[A] != N) \
- vbo_exec_fixup_vertex(ctx, A, N); \
- \
+ \
+ if (unlikely(!(exec->ctx->Driver.NeedFlush & FLUSH_UPDATE_CURRENT))) \
+ ctx->Driver.BeginVertices( ctx ); \
+ if (unlikely(exec->vtx.active_sz[A] != N)) \
+ vbo_exec_fixup_vertex(ctx, A, N); \
+ \
{ \
GLfloat *dest = exec->vtx.attrptr[A]; \
if (N>0) dest[0] = V0; \
exec->vtx.prim[i].pad = 0;
exec->vtx.prim[i].start = exec->vtx.vert_count;
exec->vtx.prim[i].count = 0;
+ exec->vtx.prim[i].num_instances = 1;
ctx->Driver.CurrentExecPrimitive = mode;
}
* This replaces the malloced buffer which was created in
* vb_exec_vtx_init() below.
*/
-void vbo_use_buffer_objects(GLcontext *ctx)
+void vbo_use_buffer_objects(struct gl_context *ctx)
{
struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
/* Any buffer name but 0 can be used here since this bufferobj won't
void vbo_exec_vtx_init( struct vbo_exec_context *exec )
{
- GLcontext *ctx = exec->ctx;
+ struct gl_context *ctx = exec->ctx;
struct vbo_context *vbo = vbo_context(ctx);
GLuint i;
void vbo_exec_vtx_destroy( struct vbo_exec_context *exec )
{
/* using a real VBO for vertex data */
- GLcontext *ctx = exec->ctx;
+ struct gl_context *ctx = exec->ctx;
unsigned i;
/* True VBOs should already be unmapped
NULL);
}
- /* Free the vertex buffer:
+ /* Free the vertex buffer. Unmap first if needed.
*/
+ if (_mesa_bufferobj_mapped(exec->vtx.bufferobj)) {
+ ctx->Driver.UnmapBuffer(ctx, GL_ARRAY_BUFFER, exec->vtx.bufferobj);
+ }
_mesa_reference_buffer_object(ctx, &exec->vtx.bufferobj, NULL);
}
-void vbo_exec_BeginVertices( GLcontext *ctx )
+void vbo_exec_BeginVertices( struct gl_context *ctx )
{
struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
if (0) printf("%s\n", __FUNCTION__);
exec->ctx->Driver.NeedFlush |= FLUSH_UPDATE_CURRENT;
}
-void vbo_exec_FlushVertices_internal( GLcontext *ctx, GLboolean unmap )
+void vbo_exec_FlushVertices_internal( struct gl_context *ctx, GLboolean unmap )
{
struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
/**
* \param flags bitmask of FLUSH_STORED_VERTICES, FLUSH_UPDATE_CURRENT
*/
-void vbo_exec_FlushVertices( GLcontext *ctx, GLuint flags )
+void vbo_exec_FlushVertices( struct gl_context *ctx, GLuint flags )
{
struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
/* Need to do this to ensure BeginVertices gets called again:
*/
- if (exec->ctx->Driver.NeedFlush & FLUSH_UPDATE_CURRENT) {
- _mesa_restore_exec_vtxfmt( ctx );
+ if (exec->ctx->Driver.NeedFlush & FLUSH_UPDATE_CURRENT)
exec->ctx->Driver.NeedFlush &= ~FLUSH_UPDATE_CURRENT;
- }
exec->ctx->Driver.NeedFlush &= ~flags;
vbo_MultiTexCoord4f(target, s, t, r, q);
}
+
void GLAPIENTRY
_vbo_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
{
}
+void GLAPIENTRY
+_vbo_Materialf(GLenum face, GLenum pname, GLfloat param)
+{
+ GLfloat p[4];
+ p[0] = param;
+ p[1] = p[2] = p[3] = 0.0F;
+ vbo_Materialfv(face, pname, p);
+}
+
+
void GLAPIENTRY
_vbo_VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
vbo_VertexAttrib4fARB(index, x, y, z, w);
}
+
+
+void GLAPIENTRY
+_vbo_VertexAttrib1f(GLuint indx, GLfloat x)
+{
+ vbo_VertexAttrib1fARB(indx, x);
+}
+
+
+void GLAPIENTRY
+_vbo_VertexAttrib1fv(GLuint indx, const GLfloat* values)
+{
+ vbo_VertexAttrib1fvARB(indx, values);
+}
+
+
+void GLAPIENTRY
+_vbo_VertexAttrib2f(GLuint indx, GLfloat x, GLfloat y)
+{
+ vbo_VertexAttrib2fARB(indx, x, y);
+}
+
+
+void GLAPIENTRY
+_vbo_VertexAttrib2fv(GLuint indx, const GLfloat* values)
+{
+ vbo_VertexAttrib2fvARB(indx, values);
+}
+
+
+void GLAPIENTRY
+_vbo_VertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z)
+{
+ vbo_VertexAttrib3fARB(indx, x, y, z);
+}
+
+
+void GLAPIENTRY
+_vbo_VertexAttrib3fv(GLuint indx, const GLfloat* values)
+{
+ vbo_VertexAttrib3fvARB(indx, values);
+}
+
+
+void GLAPIENTRY
+_vbo_VertexAttrib4fv(GLuint indx, const GLfloat* values)
+{
+ vbo_VertexAttrib4fvARB(indx, values);
+}