static GLuint
_save_copy_vertices(struct gl_context *ctx,
const struct vbo_save_vertex_list *node,
- const GLfloat * src_buffer)
+ const fi_type * src_buffer)
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
GLuint nr = prim->count;
GLuint sz = save->vertex_size;
- const GLfloat *src = src_buffer + prim->start * sz;
- GLfloat *dst = save->copied.buffer;
+ const fi_type *src = src_buffer + prim->start * sz;
+ fi_type *dst = save->copied.buffer;
GLuint ovf, i;
if (prim->end)
}
-GLfloat *
+fi_type *
vbo_save_map_vertex_store(struct gl_context *ctx,
struct vbo_save_vertex_store *vertex_store)
{
/* Map the remaining free space in the VBO */
GLintptr offset = vertex_store->used * sizeof(GLfloat);
GLsizeiptr size = vertex_store->bufferobj->Size - offset;
- GLfloat *range = (GLfloat *)
+ fi_type *range = (fi_type *)
ctx->Driver.MapBufferRange(ctx, offset, size, access,
vertex_store->bufferobj,
MAP_INTERNAL);
_save_wrap_filled_vertex(struct gl_context *ctx)
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
- GLfloat *data = save->copied.buffer;
+ fi_type *data = save->copied.buffer;
GLuint i;
/* Emit a glEnd to close off the last vertex list.
for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) {
if (save->attrsz[i]) {
save->currentsz[i][0] = save->attrsz[i];
- COPY_CLEAN_4V_TYPE_AS_FLOAT(save->current[i], save->attrsz[i],
+ COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
save->attrptr[i], save->attrtype[i]);
}
}
struct vbo_save_context *save = &vbo_context(ctx)->save;
GLuint oldsz;
GLuint i;
- GLfloat *tmp;
+ fi_type *tmp;
/* Store the current run of vertices, and emit a GL_END. Emit a
* BEGIN in the new buffer.
* and will need fixup at runtime.
*/
if (save->copied.nr) {
- const GLfloat *data = save->copied.buffer;
- GLfloat *dest = save->buffer;
+ const fi_type *data = save->copied.buffer;
+ fi_type *dest = save->buffer;
GLuint j;
/* Need to note this and fix up at runtime (or loopback):
if (save->attrsz[j]) {
if (j == attr) {
if (oldsz) {
- COPY_CLEAN_4V_TYPE_AS_FLOAT(dest, oldsz, data,
+ COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data,
save->attrtype[j]);
data += oldsz;
dest += newsz;
}
else if (sz < save->active_sz[attr]) {
GLuint i;
- const GLfloat *id = vbo_get_default_vals_as_float(save->attrtype[attr]);
+ const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]);
/* New size is equal or smaller - just need to fill in some
* zeros.
-#define ERROR(err) _mesa_compile_error(ctx, err, __FUNCTION__);
+#define ERROR(err) _mesa_compile_error(ctx, err, __func__);
/* Only one size for each attribute may be active at once. Eg. if
* 3f version won't otherwise set color[3] to 1.0 -- this is the job
* of the chooser function when switching between Color4f and Color3f.
*/
-#define ATTR(A, N, T, V0, V1, V2, V3) \
+#define ATTR_UNION(A, N, T, V0, V1, V2, V3) \
do { \
struct vbo_save_context *save = &vbo_context(ctx)->save; \
\
save_fixup_vertex(ctx, A, N); \
\
{ \
- GLfloat *dest = save->attrptr[A]; \
+ fi_type *dest = save->attrptr[A]; \
if (N>0) dest[0] = V0; \
if (N>1) dest[1] = V1; \
if (N>2) dest[2] = V2; \
if (N>3) dest[3] = V3; \
- save->attrtype[A] = T; \
+ save->attrtype[A] = T; \
} \
\
if ((A) == 0) { \
for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
const GLuint j = i - VBO_ATTRIB_POS;
- ASSERT(j < VERT_ATTRIB_MAX);
+ assert(j < VERT_ATTRIB_MAX);
save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
- save->current[i] = ctx->ListState.CurrentAttrib[j];
+ save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j];
}
for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
- ASSERT(j < MAT_ATTRIB_MAX);
+ assert(j < MAT_ATTRIB_MAX);
save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
- save->current[i] = ctx->ListState.CurrentMaterial[j];
+ save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j];
}
}