/**************************************************************************
*
- * Copyright 2005 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2005 VMware, Inc.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
+#include <stdio.h>
#include "main/context.h"
#include "main/glheader.h"
#include "main/enums.h"
#include "vbo_context.h"
-
-typedef void (*attr_func)( GLcontext *ctx, GLint target, const GLfloat * );
+typedef void (*attr_func)( struct gl_context *ctx, GLint target, const GLfloat * );
/* This file makes heavy use of the aliasing of NV vertex attributes
* with the legacy attributes, and also with ARB and Material
* attributes as currently implemented.
*/
-static void VertexAttrib1fvNV(GLcontext *ctx, GLint target, const GLfloat *v)
+static void VertexAttrib1fvNV(struct gl_context *ctx, GLint target, const GLfloat *v)
{
CALL_VertexAttrib1fvNV(ctx->Exec, (target, v));
}
-static void VertexAttrib2fvNV(GLcontext *ctx, GLint target, const GLfloat *v)
+static void VertexAttrib2fvNV(struct gl_context *ctx, GLint target, const GLfloat *v)
{
CALL_VertexAttrib2fvNV(ctx->Exec, (target, v));
}
-static void VertexAttrib3fvNV(GLcontext *ctx, GLint target, const GLfloat *v)
+static void VertexAttrib3fvNV(struct gl_context *ctx, GLint target, const GLfloat *v)
{
CALL_VertexAttrib3fvNV(ctx->Exec, (target, v));
}
-static void VertexAttrib4fvNV(GLcontext *ctx, GLint target, const GLfloat *v)
+static void VertexAttrib4fvNV(struct gl_context *ctx, GLint target, const GLfloat *v)
{
CALL_VertexAttrib4fvNV(ctx->Exec, (target, v));
}
* wrapped vertices. If we get here, it's probably because the
* precalculated wrapping is wrong.
*/
-static void loopback_prim( GLcontext *ctx,
+static void loopback_prim( struct gl_context *ctx,
const GLfloat *buffer,
const struct _mesa_prim *prim,
GLuint wrap_count,
* normally, otherwise need to track and discard the generated
* primitives.
*/
-static void loopback_weak_prim( GLcontext *ctx,
+static void loopback_weak_prim( struct gl_context *ctx,
const struct _mesa_prim *prim )
{
/* Use the prim_weak flag to ensure that if this primitive
}
-void vbo_loopback_vertex_list( GLcontext *ctx,
+void vbo_loopback_vertex_list( struct gl_context *ctx,
const GLfloat *buffer,
const GLubyte *attrsz,
const struct _mesa_prim *prim,
for (i = 0 ; i < prim_count ; i++) {
if ((prim[i].mode & VBO_SAVE_PRIM_WEAK) &&
- (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END))
+ _mesa_inside_begin_end(ctx))
{
loopback_weak_prim( ctx, &prim[i] );
}