struct vbo_save_copied_vtx {
- GLfloat buffer[VBO_ATTRIB_MAX * 4 * VBO_MAX_COPIED_VERTS];
+ fi_type buffer[VBO_ATTRIB_MAX * 4 * VBO_MAX_COPIED_VERTS];
GLuint nr;
};
* Keep this in regular (non-VBO) memory to avoid repeated
* map/unmap of the VBO when updating GL current data.
*/
- GLfloat *current_data;
+ fi_type *current_data;
GLuint current_size;
GLuint buffer_offset;
*/
struct vbo_save_vertex_store {
struct gl_buffer_object *bufferobj;
- GLfloat *buffer;
+ fi_type *buffer;
GLuint used;
GLuint refcount;
};
GLboolean out_of_memory; /**< True if last VBO allocation failed */
- GLfloat *buffer;
+ fi_type *buffer;
GLuint count;
GLuint wrap_count;
GLuint replay_flags;
struct vbo_save_vertex_store *vertex_store;
struct vbo_save_primitive_store *prim_store;
- GLfloat *buffer_ptr; /* cursor, points into buffer */
- GLfloat vertex[VBO_ATTRIB_MAX*4]; /* current values */
- GLfloat *attrptr[VBO_ATTRIB_MAX];
+ fi_type *buffer_ptr; /* cursor, points into buffer */
+ fi_type vertex[VBO_ATTRIB_MAX*4]; /* current values */
+ fi_type *attrptr[VBO_ATTRIB_MAX];
GLuint vert_count;
GLuint max_vert;
GLboolean dangling_attr_ref;
struct vbo_save_copied_vtx copied;
- GLfloat *current[VBO_ATTRIB_MAX]; /* points into ctx->ListState */
+ fi_type *current[VBO_ATTRIB_MAX]; /* points into ctx->ListState */
GLubyte *currentsz[VBO_ATTRIB_MAX];
};
/* Callbacks:
*/
-void vbo_save_EndList( struct gl_context *ctx );
-void vbo_save_NewList( struct gl_context *ctx, GLuint list, GLenum mode );
void vbo_save_EndCallList( struct gl_context *ctx );
-void vbo_save_BeginCallList( struct gl_context *ctx, struct gl_display_list *list );
-void vbo_save_SaveFlushVertices( struct gl_context *ctx );
-GLboolean vbo_save_NotifyBegin( struct gl_context *ctx, GLenum mode );
void vbo_save_playback_vertex_list( struct gl_context *ctx, void *data );
void vbo_save_api_init( struct vbo_save_context *save );
-GLfloat *
+fi_type *
vbo_save_map_vertex_store(struct gl_context *ctx,
struct vbo_save_vertex_store *vertex_store);