struct vbo_save_context *save = &vbo_context(ctx)->save;
GLint i = save->prim_count - 1;
GLenum mode;
- GLboolean weak;
GLboolean no_current_update;
assert(i < (GLint) save->prim_max);
*/
save->prims[i].count = (save->vert_count - save->prims[i].start);
mode = save->prims[i].mode;
- weak = save->prims[i].weak;
no_current_update = save->prims[i].no_current_update;
/* store the copied vertices, and allocate a new list.
/* Restart interrupted primitive
*/
save->prims[0].mode = mode;
- save->prims[0].weak = weak;
save->prims[0].no_current_update = no_current_update;
save->prims[0].begin = 0;
save->prims[0].end = 0;
const int i = u_bit_scan64(&enabled);
assert(save->attrsz[i]);
- save->currentsz[i][0] = save->attrsz[i];
- COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
- save->attrptr[i], save->attrtype[i]);
+ if (save->attrtype[i] == GL_DOUBLE ||
+ save->attrtype[i] == GL_UNSIGNED_INT64_ARB)
+ memcpy(save->current[i], save->attrptr[i], save->attrsz[i] * sizeof(GLfloat));
+ else
+ COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
+ save->attrptr[i], save->attrtype[i]);
}
}
* get a glTexCoord4f() or glTexCoord1f() call.
*/
static void
-fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint sz)
+fixup_vertex(struct gl_context *ctx, GLuint attr,
+ GLuint sz, GLenum newType)
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
- if (sz > save->attrsz[attr]) {
+ if (sz > save->attrsz[attr] ||
+ newType != save->attrtype[attr]) {
/* New size is larger. Need to flush existing vertices and get
* an enlarged vertex format.
*/
#define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
do { \
struct vbo_save_context *save = &vbo_context(ctx)->save; \
+ int sz = (sizeof(C) / sizeof(GLfloat)); \
\
if (save->active_sz[A] != N) \
- fixup_vertex(ctx, A, N); \
+ fixup_vertex(ctx, A, N * sz, T); \
\
{ \
C *dest = (C *)save->attrptr[A]; \
save->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
save->prims[i].begin = 1;
save->prims[i].end = 0;
- save->prims[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0;
save->prims[i].no_current_update =
(mode & VBO_SAVE_PRIM_NO_CURRENT_UPDATE) ? 1 : 0;
save->prims[i].pad = 0;
_save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
{
GET_CURRENT_CONTEXT(ctx);
- vbo_save_NotifyBegin(ctx, GL_QUADS | VBO_SAVE_PRIM_WEAK);
+ vbo_save_NotifyBegin(ctx, GL_QUADS);
CALL_Vertex2f(GET_DISPATCH(), (x1, y1));
CALL_Vertex2f(GET_DISPATCH(), (x2, y1));
CALL_Vertex2f(GET_DISPATCH(), (x2, y2));
_ae_map_vbos(ctx);
- vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK
- | VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
+ vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
for (i = 0; i < count; i++)
CALL_ArrayElement(GET_DISPATCH(), (start + i));
indices =
ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
- vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK |
- VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
+ vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
switch (type) {
case GL_UNSIGNED_BYTE:
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
- if (ctx->ListState.CallDepth == 1) {
- /* This is correct: want to keep only the VBO_SAVE_FALLBACK
- * flag, if it is set:
- */
- save->replay_flags &= VBO_SAVE_FALLBACK;
- }
+ if (ctx->ListState.CallDepth == 1)
+ save->replay_flags = 0;
}
for (i = 0; i < node->prim_count; i++) {
struct _mesa_prim *prim = &node->prims[i];
- fprintf(f, " prim %d: %s%s %d..%d %s %s\n",
+ fprintf(f, " prim %d: %s %d..%d %s %s\n",
i,
_mesa_lookup_prim_by_nr(prim->mode),
- prim->weak ? " (weak)" : "",
prim->start,
prim->start + prim->count,
(prim->begin) ? "BEGIN" : "(wrap)",