/*
* Mesa 3-D graphics library
- * Version: 5.1
+ * Version: 6.1
*
- * Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
#include "macros.h"
#include "mtypes.h"
-
-typedef void (GLAPIENTRY *texarray_func)( GLenum, const void * );
-
-typedef struct {
- GLint unit;
- struct gl_client_array *array;
- texarray_func func;
-} AEtexarray;
-
typedef void (GLAPIENTRY *array_func)( const void * );
typedef struct {
- struct gl_client_array *array;
+ const struct gl_client_array *array;
array_func func;
} AEarray;
+typedef void (GLAPIENTRY *attrib_func)( GLuint indx, const void *data, GLboolean normalized, GLuint size );
+
typedef struct {
- AEtexarray texarrays[MAX_TEXTURE_COORD_UNITS + 1];
- AEarray arrays[32];
+ const struct gl_client_array *array;
+ attrib_func func;
+ GLuint index;
+} AEattrib;
+
+typedef struct {
+ AEarray arrays[3]; /* color index, edge flag, null terminator */
+ AEattrib attribs[VERT_ATTRIB_MAX + 1];
GLuint NewState;
} AEcontext;
#define AE_CONTEXT(ctx) ((AEcontext *)(ctx)->aelt_context)
-#define TYPE_IDX(t) ((t) & 0xf)
-
-static void (GLAPIENTRY *colorfuncs[2][8])( const void * ) = {
- { (array_func)glColor3bv,
- (array_func)glColor3ubv,
- (array_func)glColor3sv,
- (array_func)glColor3usv,
- (array_func)glColor3iv,
- (array_func)glColor3uiv,
- (array_func)glColor3fv,
- (array_func)glColor3dv },
-
- { (array_func)glColor4bv,
- (array_func)glColor4ubv,
- (array_func)glColor4sv,
- (array_func)glColor4usv,
- (array_func)glColor4iv,
- (array_func)glColor4uiv,
- (array_func)glColor4fv,
- (array_func)glColor4dv }
-};
-static void (GLAPIENTRY *vertexfuncs[3][8])( const void * ) = {
- { 0,
- 0,
- (array_func)glVertex2sv,
- 0,
- (array_func)glVertex2iv,
- 0,
- (array_func)glVertex2fv,
- (array_func)glVertex2dv },
-
- { 0,
- 0,
- (array_func)glVertex3sv,
- 0,
- (array_func)glVertex3iv,
- 0,
- (array_func)glVertex3fv,
- (array_func)glVertex3dv },
-
- { 0,
- 0,
- (array_func)glVertex4sv,
- 0,
- (array_func)glVertex4iv,
- 0,
- (array_func)glVertex4fv,
- (array_func)glVertex4dv }
-};
-
-
-static void (GLAPIENTRY *multitexfuncs[4][8])( GLenum, const void * ) = {
- { 0,
- 0,
- (texarray_func)glMultiTexCoord1svARB,
- 0,
- (texarray_func)glMultiTexCoord1ivARB,
- 0,
- (texarray_func)glMultiTexCoord1fvARB,
- (texarray_func)glMultiTexCoord1dvARB },
-
- { 0,
- 0,
- (texarray_func)glMultiTexCoord2svARB,
- 0,
- (texarray_func)glMultiTexCoord2ivARB,
- 0,
- (texarray_func)glMultiTexCoord2fvARB,
- (texarray_func)glMultiTexCoord2dvARB },
-
- { 0,
- 0,
- (texarray_func)glMultiTexCoord3svARB,
- 0,
- (texarray_func)glMultiTexCoord3ivARB,
- 0,
- (texarray_func)glMultiTexCoord3fvARB,
- (texarray_func)glMultiTexCoord3dvARB },
-
- { 0,
- 0,
- (texarray_func)glMultiTexCoord4svARB,
- 0,
- (texarray_func)glMultiTexCoord4ivARB,
- 0,
- (texarray_func)glMultiTexCoord4fvARB,
- (texarray_func)glMultiTexCoord4dvARB }
-};
+/*
+ * Convert GL_BYTE, GL_UNSIGNED_BYTE, .. GL_DOUBLE into an integer
+ * in the range [0, 7]. Luckily these type tokens are sequentially
+ * numbered in gl.h
+ */
+#define TYPE_IDX(t) ((t) & 0xf)
static void (GLAPIENTRY *indexfuncs[8])( const void * ) = {
0,
};
-static void (GLAPIENTRY *normalfuncs[8])( const void * ) = {
- (array_func)glNormal3bv,
- 0,
- (array_func)glNormal3sv,
- 0,
- (array_func)glNormal3iv,
- 0,
- (array_func)glNormal3fv,
- (array_func)glNormal3dv,
-};
-
-
-/* Wrapper functions in case glSecondaryColor*EXT doesn't exist */
-static void SecondaryColor3bvEXT(const GLbyte *c)
-{
- _glapi_Dispatch->SecondaryColor3bvEXT(c);
-}
+/**********************************************************************/
-static void SecondaryColor3ubvEXT(const GLubyte *c)
+/* 1, 2, 3 or 4 GL_BYTE attribute */
+static void VertexAttribbv(GLuint index, const GLbyte *v,
+ GLboolean normalized, GLuint size)
{
- _glapi_Dispatch->SecondaryColor3ubvEXT(c);
+ switch (size) {
+ case 1:
+ if (normalized)
+ _glapi_Dispatch->VertexAttrib4fNV(index, BYTE_TO_FLOAT(v[0]),
+ 0, 0, 1);
+ else
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], 0, 0, 1);
+ return;
+ case 2:
+ if (normalized)
+ _glapi_Dispatch->VertexAttrib4fNV(index, BYTE_TO_FLOAT(v[0]),
+ BYTE_TO_FLOAT(v[1]), 0, 1);
+ else
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], 0, 1);
+ return;
+ case 3:
+ if (normalized)
+ _glapi_Dispatch->VertexAttrib4fNV(index, BYTE_TO_FLOAT(v[0]),
+ BYTE_TO_FLOAT(v[1]),
+ BYTE_TO_FLOAT(v[2]), 1);
+ else
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], 1);
+ return;
+ case 4:
+ if (normalized)
+ _glapi_Dispatch->VertexAttrib4fNV(index, BYTE_TO_FLOAT(v[0]),
+ BYTE_TO_FLOAT(v[1]),
+ BYTE_TO_FLOAT(v[2]),
+ BYTE_TO_FLOAT(v[3]));
+ else
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
+ return;
+ default:
+ _mesa_problem(NULL, "Bad size in VertexAttribbv");
+ }
}
-static void SecondaryColor3svEXT(const GLshort *c)
+/* 1, 2, 3 or 4 GL_UNSIGNED_BYTE attribute */
+static void VertexAttribubv(GLuint index, const GLubyte *v,
+ GLboolean normalized, GLuint size)
{
- _glapi_Dispatch->SecondaryColor3svEXT(c);
+ switch (size) {
+ case 1:
+ if (normalized)
+ _glapi_Dispatch->VertexAttrib4fNV(index, UBYTE_TO_FLOAT(v[0]),
+ 0, 0, 1);
+ else
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], 0, 0, 1);
+ return;
+ case 2:
+ if (normalized)
+ _glapi_Dispatch->VertexAttrib4fNV(index, UBYTE_TO_FLOAT(v[0]),
+ UBYTE_TO_FLOAT(v[1]), 0, 1);
+ else
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], 0, 1);
+ return;
+ case 3:
+ if (normalized)
+ _glapi_Dispatch->VertexAttrib4fNV(index, UBYTE_TO_FLOAT(v[0]),
+ UBYTE_TO_FLOAT(v[1]),
+ UBYTE_TO_FLOAT(v[2]), 1);
+ else
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], 1);
+ return;
+ case 4:
+ if (normalized)
+ _glapi_Dispatch->VertexAttrib4fNV(index, UBYTE_TO_FLOAT(v[0]),
+ UBYTE_TO_FLOAT(v[1]),
+ UBYTE_TO_FLOAT(v[2]),
+ UBYTE_TO_FLOAT(v[3]));
+ else
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
+ return;
+ default:
+ _mesa_problem(NULL, "Bad size in VertexAttribubv");
+ }
}
-static void SecondaryColor3usvEXT(const GLushort *c)
+/* 1, 2, 3 or 4 GL_SHORT attribute */
+static void VertexAttribsv(GLuint index, const GLshort *v,
+ GLboolean normalized, GLuint size)
{
- _glapi_Dispatch->SecondaryColor3usvEXT(c);
+ switch (size) {
+ case 1:
+ if (normalized)
+ _glapi_Dispatch->VertexAttrib4fNV(index, SHORT_TO_FLOAT(v[0]),
+ 0, 0, 1);
+ else
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], 0, 0, 1);
+ return;
+ case 2:
+ if (normalized)
+ _glapi_Dispatch->VertexAttrib4fNV(index, SHORT_TO_FLOAT(v[0]),
+ SHORT_TO_FLOAT(v[1]), 0, 1);
+ else
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], 0, 1);
+ return;
+ case 3:
+ if (normalized)
+ _glapi_Dispatch->VertexAttrib4fNV(index, SHORT_TO_FLOAT(v[0]),
+ SHORT_TO_FLOAT(v[1]),
+ SHORT_TO_FLOAT(v[2]), 1);
+ else
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], 1);
+ return;
+ case 4:
+ if (normalized)
+ _glapi_Dispatch->VertexAttrib4fNV(index, SHORT_TO_FLOAT(v[0]),
+ SHORT_TO_FLOAT(v[1]),
+ SHORT_TO_FLOAT(v[2]),
+ SHORT_TO_FLOAT(v[3]));
+ else
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
+ return;
+ default:
+ _mesa_problem(NULL, "Bad size in VertexAttribsv");
+ }
}
-static void SecondaryColor3ivEXT(const GLint *c)
-{
- _glapi_Dispatch->SecondaryColor3ivEXT(c);
-}
-static void SecondaryColor3uivEXT(const GLuint *c)
+/* 1, 2, 3 or 4 GL_UNSIGNED_SHORT attribute */
+static void VertexAttribusv(GLuint index, const GLushort *v,
+ GLboolean normalized, GLuint size)
{
- _glapi_Dispatch->SecondaryColor3uivEXT(c);
+ switch (size) {
+ case 1:
+ if (normalized)
+ _glapi_Dispatch->VertexAttrib4fNV(index, USHORT_TO_FLOAT(v[0]),
+ 0, 0, 1);
+ else
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], 0, 0, 1);
+ return;
+ case 2:
+ if (normalized)
+ _glapi_Dispatch->VertexAttrib4fNV(index, USHORT_TO_FLOAT(v[0]),
+ USHORT_TO_FLOAT(v[1]), 0, 1);
+ else
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], 0, 1);
+ return;
+ case 3:
+ if (normalized)
+ _glapi_Dispatch->VertexAttrib4fNV(index, USHORT_TO_FLOAT(v[0]),
+ USHORT_TO_FLOAT(v[1]),
+ USHORT_TO_FLOAT(v[2]), 1);
+ else
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], 1);
+ return;
+ case 4:
+ if (normalized)
+ _glapi_Dispatch->VertexAttrib4fNV(index, USHORT_TO_FLOAT(v[0]),
+ USHORT_TO_FLOAT(v[1]),
+ USHORT_TO_FLOAT(v[2]),
+ USHORT_TO_FLOAT(v[3]));
+ else
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
+ return;
+ default:
+ _mesa_problem(NULL, "Bad size in VertexAttribusv");
+ }
}
-static void SecondaryColor3fvEXT(const GLfloat *c)
+/* 1, 2, 3 or 4 GL_INT attribute */
+static void VertexAttribiv(GLuint index, const GLint *v,
+ GLboolean normalized, GLuint size)
{
- _glapi_Dispatch->SecondaryColor3fvEXT(c);
+ switch (size) {
+ case 1:
+ if (normalized)
+ _glapi_Dispatch->VertexAttrib4fNV(index, INT_TO_FLOAT(v[0]),
+ 0, 0, 1);
+ else
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], 0, 0, 1);
+ return;
+ case 2:
+ if (normalized)
+ _glapi_Dispatch->VertexAttrib4fNV(index, INT_TO_FLOAT(v[0]),
+ INT_TO_FLOAT(v[1]), 0, 1);
+ else
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], 0, 1);
+ return;
+ case 3:
+ if (normalized)
+ _glapi_Dispatch->VertexAttrib4fNV(index, INT_TO_FLOAT(v[0]),
+ INT_TO_FLOAT(v[1]),
+ INT_TO_FLOAT(v[2]), 1);
+ else
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], 1);
+ return;
+ case 4:
+ if (normalized)
+ _glapi_Dispatch->VertexAttrib4fNV(index, INT_TO_FLOAT(v[0]),
+ INT_TO_FLOAT(v[1]),
+ INT_TO_FLOAT(v[2]),
+ INT_TO_FLOAT(v[3]));
+ else
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
+ return;
+ default:
+ _mesa_problem(NULL, "Bad size in VertexAttribiv");
+ }
}
-static void SecondaryColor3dvEXT(const GLdouble *c)
+/* 1, 2, 3 or 4 GL_UNSIGNED_INT attribute */
+static void VertexAttribuiv(GLuint index, const GLuint *v,
+ GLboolean normalized, GLuint size)
{
- _glapi_Dispatch->SecondaryColor3dvEXT(c);
+ switch (size) {
+ case 1:
+ if (normalized)
+ _glapi_Dispatch->VertexAttrib4fNV(index, UINT_TO_FLOAT(v[0]),
+ 0, 0, 1);
+ else
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], 0, 0, 1);
+ return;
+ case 2:
+ if (normalized)
+ _glapi_Dispatch->VertexAttrib4fNV(index, UINT_TO_FLOAT(v[0]),
+ UINT_TO_FLOAT(v[1]), 0, 1);
+ else
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], 0, 1);
+ return;
+ case 3:
+ if (normalized)
+ _glapi_Dispatch->VertexAttrib4fNV(index, UINT_TO_FLOAT(v[0]),
+ UINT_TO_FLOAT(v[1]),
+ UINT_TO_FLOAT(v[2]), 1);
+ else
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], 1);
+ return;
+ case 4:
+ if (normalized)
+ _glapi_Dispatch->VertexAttrib4fNV(index, UINT_TO_FLOAT(v[0]),
+ UINT_TO_FLOAT(v[1]),
+ UINT_TO_FLOAT(v[2]),
+ UINT_TO_FLOAT(v[3]));
+ else
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
+ return;
+ default:
+ _mesa_problem(NULL, "Bad size in VertexAttribuiv");
+ }
}
-static void (GLAPIENTRY *secondarycolorfuncs[8])( const void * ) = {
- (array_func) SecondaryColor3bvEXT,
- (array_func) SecondaryColor3ubvEXT,
- (array_func) SecondaryColor3svEXT,
- (array_func) SecondaryColor3usvEXT,
- (array_func) SecondaryColor3ivEXT,
- (array_func) SecondaryColor3uivEXT,
- (array_func) SecondaryColor3fvEXT,
- (array_func) SecondaryColor3dvEXT,
-};
-
-
-/* Again, wrapper functions in case glSecondaryColor*EXT doesn't exist */
-static void FogCoordfvEXT(const GLfloat *f)
+/* 1, 2, 3 or 4 GL_FLOAT attribute */
+static void VertexAttribfv(GLuint index, const GLfloat *v,
+ GLboolean normalized, GLuint size)
{
- _glapi_Dispatch->FogCoordfvEXT(f);
+ (void) normalized;
+ switch (size) {
+ case 1:
+ _glapi_Dispatch->VertexAttrib1fvNV(index, v);
+ return;
+ case 2:
+ _glapi_Dispatch->VertexAttrib2fvNV(index, v);
+ return;
+ case 3:
+ _glapi_Dispatch->VertexAttrib3fvNV(index, v);
+ return;
+ case 4:
+ _glapi_Dispatch->VertexAttrib4fvNV(index, v);
+ return;
+ default:
+ _mesa_problem(NULL, "Bad size in VertexAttribfv");
+ }
}
-static void FogCoorddvEXT(const GLdouble *f)
+/* 1, 2, 3 or 4 GL_DOUBLE attribute */
+static void VertexAttribdv(GLuint index, const GLdouble *v,
+ GLboolean normalized, GLuint size)
{
- _glapi_Dispatch->FogCoorddvEXT(f);
+ (void) normalized;
+ switch (size) {
+ case 1:
+ _glapi_Dispatch->VertexAttrib1dvNV(index, v);
+ return;
+ case 2:
+ _glapi_Dispatch->VertexAttrib2dvNV(index, v);
+ return;
+ case 3:
+ _glapi_Dispatch->VertexAttrib3dvNV(index, v);
+ return;
+ case 4:
+ _glapi_Dispatch->VertexAttrib4dvNV(index, v);
+ return;
+ default:
+ _mesa_problem(NULL, "Bad size in VertexAttribdv");
+ }
}
-static void (GLAPIENTRY *fogcoordfuncs[8])( const void * ) = {
- 0,
- 0,
- 0,
- 0,
- 0,
- 0,
- (array_func) FogCoordfvEXT,
- (array_func) FogCoorddvEXT
+/*
+ * Array [size][type] of VertexAttrib functions
+ */
+static void (GLAPIENTRY *attribfuncs[8])( GLuint, const void *, GLboolean, GLuint ) = {
+ (attrib_func) VertexAttribbv,
+ (attrib_func) VertexAttribubv,
+ (attrib_func) VertexAttribsv,
+ (attrib_func) VertexAttribusv,
+ (attrib_func) VertexAttribiv,
+ (attrib_func) VertexAttribuiv,
+ (attrib_func) VertexAttribfv,
+ (attrib_func) VertexAttribdv
};
+/**********************************************************************/
GLboolean _ae_create_context( GLcontext *ctx )
}
+/*
+ * Return pointer to the conventional vertex array which corresponds
+ * to the given vertex attribute index.
+ */
+static struct gl_client_array *
+conventional_array(GLcontext *ctx, GLuint index)
+{
+ ASSERT(index < VERT_ATTRIB_MAX);
+ switch (index) {
+ case VERT_ATTRIB_POS:
+ return &ctx->Array.Vertex;
+ case VERT_ATTRIB_NORMAL:
+ return &ctx->Array.Normal;
+ case VERT_ATTRIB_COLOR0:
+ return &ctx->Array.Color;
+ case VERT_ATTRIB_COLOR1:
+ return &ctx->Array.SecondaryColor;
+ case VERT_ATTRIB_FOG:
+ return &ctx->Array.FogCoord;
+ case VERT_ATTRIB_TEX0:
+ case VERT_ATTRIB_TEX1:
+ case VERT_ATTRIB_TEX2:
+ case VERT_ATTRIB_TEX3:
+ case VERT_ATTRIB_TEX4:
+ case VERT_ATTRIB_TEX5:
+ case VERT_ATTRIB_TEX6:
+ case VERT_ATTRIB_TEX7:
+ return &ctx->Array.TexCoord[index - VERT_ATTRIB_TEX0];
+ default:
+ return NULL;
+ }
+}
+
+
+/**
+ * Make a list of functions to call per glArrayElement call which will
+ * access the vertex array data.
+ * Most vertex attributes are handled via glVertexAttrib4fvNV.
+ */
static void _ae_update_state( GLcontext *ctx )
{
AEcontext *actx = AE_CONTEXT(ctx);
- AEtexarray *ta = actx->texarrays;
AEarray *aa = actx->arrays;
+ AEattrib *at = actx->attribs;
GLuint i;
- for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++)
- if (ctx->Array.TexCoord[i].Enabled) {
- ta->unit = i;
- ta->array = &ctx->Array.TexCoord[i];
- ta->func = multitexfuncs[ta->array->Size-1][TYPE_IDX(ta->array->Type)];
- ta++;
- }
-
- ta->func = 0;
-
- if (ctx->Array.Color.Enabled) {
- aa->array = &ctx->Array.Color;
- aa->func = colorfuncs[aa->array->Size-3][TYPE_IDX(aa->array->Type)];
- aa++;
- }
-
- if (ctx->Array.Normal.Enabled) {
- aa->array = &ctx->Array.Normal;
- aa->func = normalfuncs[TYPE_IDX(aa->array->Type)];
- aa++;
- }
-
+ /* yuck, no generic array to correspond to color index or edge flag */
if (ctx->Array.Index.Enabled) {
aa->array = &ctx->Array.Index;
aa->func = indexfuncs[TYPE_IDX(aa->array->Type)];
aa++;
}
-
if (ctx->Array.EdgeFlag.Enabled) {
aa->array = &ctx->Array.EdgeFlag;
- aa->func = (array_func)glEdgeFlagv;
- aa++;
- }
-
- if (ctx->Array.FogCoord.Enabled) {
- aa->array = &ctx->Array.FogCoord;
- aa->func = fogcoordfuncs[TYPE_IDX(aa->array->Type)];
- aa++;
- }
-
- if (ctx->Array.SecondaryColor.Enabled) {
- aa->array = &ctx->Array.SecondaryColor;
- aa->func = secondarycolorfuncs[TYPE_IDX(aa->array->Type)];
+ aa->func = (array_func) glEdgeFlagv;
aa++;
}
+ aa->func = NULL; /* terminate the list */
+
+ /* all other arrays handled here */
+ for (i = 0; i < VERT_ATTRIB_MAX; i++) {
+ /* Note: we count down to zero so glVertex (attrib 0) is last!!! */
+ const GLuint index = VERT_ATTRIB_MAX - i - 1;
+ struct gl_client_array *array = conventional_array(ctx, index);
+
+ /* check for overriding generic vertex attribute */
+ if (ctx->VertexProgram.Enabled
+ && ctx->Array.VertexAttrib[index].Enabled) {
+ array = &ctx->Array.VertexAttrib[index];
+ }
- /* Must be last
- */
- if (ctx->Array.Vertex.Enabled) {
- aa->array = &ctx->Array.Vertex;
- aa->func = vertexfuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)];
- aa++;
+ /* if array's enabled, add it to the list */
+ if (array && array->Enabled) {
+ at->array = array;
+ at->func = attribfuncs[TYPE_IDX(array->Type)];
+ at->index = index;
+ at++;
+ }
}
+ ASSERT(at - actx->attribs <= VERT_ATTRIB_MAX);
+ at->func = NULL; /* terminate the list */
- aa->func = 0;
actx->NewState = 0;
}
void GLAPIENTRY _ae_loopback_array_elt( GLint elt )
{
GET_CURRENT_CONTEXT(ctx);
- AEcontext *actx = AE_CONTEXT(ctx);
- AEtexarray *ta;
- AEarray *aa;
+ const AEcontext *actx = AE_CONTEXT(ctx);
+ const AEarray *aa;
+ const AEattrib *at;
if (actx->NewState)
_ae_update_state( ctx );
- for (ta = actx->texarrays ; ta->func ; ta++) {
- GLubyte *src = ta->array->BufferObj->Data
- + (GLuint) ta->array->Ptr
- + elt * ta->array->StrideB;
- ta->func( ta->unit + GL_TEXTURE0_ARB, src);
+ /* color index and edge flags */
+ for (aa = actx->arrays; aa->func ; aa++) {
+ const GLubyte *src = aa->array->BufferObj->Data
+ + (GLuint) aa->array->Ptr
+ + elt * aa->array->StrideB;
+ aa->func( src );
}
- /* Must be last
- */
- for (aa = actx->arrays ; aa->func ; aa++) {
- GLubyte *src = aa->array->BufferObj->Data
- + (GLuint) aa->array->Ptr
- + elt * aa->array->StrideB;
- aa->func( src );
+ /* all other attributes */
+ for (at = actx->attribs; at->func; at++) {
+ const GLubyte *src = at->array->BufferObj->Data
+ + (GLuint) at->array->Ptr
+ + elt * at->array->StrideB;
+ at->func( at->index, src, at->array->Normalized, at->array->Size );
}
}