Fix the problem found with UT after I had added support for glVertexAttrib.
authorBrian Paul <brian.paul@tungstengraphics.com>
Wed, 11 Feb 2004 22:53:38 +0000 (22:53 +0000)
committerBrian Paul <brian.paul@tungstengraphics.com>
Wed, 11 Feb 2004 22:53:38 +0000 (22:53 +0000)
The problem came from using the _glapi_Dispatch->VertexAttrib*fvNV pointers
since they can change from one glArrayElement call to the next.

src/mesa/main/api_arrayelt.c

index 93ba0b7bc3546cb2b3f7edc09a7793800241d995..93fade2418d1c9fe267ba99523dca8005768c33a 100644 (file)
@@ -1,8 +1,8 @@
 /*
  * 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 );
+
+typedef struct {
+   const struct gl_client_array *array;
+   attrib_func func;
+   GLuint index;
+} AEattrib;
+
 typedef struct {
-   AEtexarray texarrays[MAX_TEXTURE_COORD_UNITS + 1];
    AEarray arrays[32];
+   AEattrib attribs[VERT_ATTRIB_MAX + 1];
    GLuint NewState;
 } AEcontext;
 
 #define AE_CONTEXT(ctx) ((AEcontext *)(ctx)->aelt_context)
+
+/*
+ * 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 *colorfuncs[2][8])( const void * ) = {
    { (array_func)glColor3bv,
      (array_func)glColor3ubv,
@@ -108,45 +114,6 @@ static void (GLAPIENTRY *vertexfuncs[3][8])( const void * ) = {
      (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 }
-};
-
 static void (GLAPIENTRY *indexfuncs[8])( const void * ) = {
    0,
    (array_func)glIndexubv,
@@ -158,7 +125,6 @@ static void (GLAPIENTRY *indexfuncs[8])( const void * ) = {
    (array_func)glIndexdv
 };
 
-
 static void (GLAPIENTRY *normalfuncs[8])( const void * ) = {
    (array_func)glNormal3bv,
    0,
@@ -247,6 +213,442 @@ static void (GLAPIENTRY *fogcoordfuncs[8])( const void * ) = {
 };
 
 
+/**********************************************************************/
+
+/* GL_BYTE attributes */
+
+static void VertexAttrib1Nbv(GLuint index, const GLbyte *v)
+{
+   _glapi_Dispatch->VertexAttrib1fNV(index, BYTE_TO_FLOAT(v[0]));
+}
+
+static void VertexAttrib1bv(GLuint index, const GLbyte *v)
+{
+      _glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
+}
+
+static void VertexAttrib2Nbv(GLuint index, const GLbyte *v)
+{
+   _glapi_Dispatch->VertexAttrib2fNV(index, BYTE_TO_FLOAT(v[0]),
+                                     BYTE_TO_FLOAT(v[1]));
+}
+
+static void VertexAttrib2bv(GLuint index, const GLbyte *v)
+{
+   _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
+}
+
+static void VertexAttrib3Nbv(GLuint index, const GLbyte *v)
+{
+   _glapi_Dispatch->VertexAttrib3fNV(index, BYTE_TO_FLOAT(v[0]),
+                                     BYTE_TO_FLOAT(v[1]),
+                                     BYTE_TO_FLOAT(v[2]));
+}
+
+static void VertexAttrib3bv(GLuint index, const GLbyte *v)
+{
+   _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
+}
+
+static void VertexAttrib4Nbv(GLuint index, const GLbyte *v)
+{
+   _glapi_Dispatch->VertexAttrib4fNV(index, BYTE_TO_FLOAT(v[0]),
+                                     BYTE_TO_FLOAT(v[1]),
+                                     BYTE_TO_FLOAT(v[2]),
+                                     BYTE_TO_FLOAT(v[3]));
+}
+
+static void VertexAttrib4bv(GLuint index, const GLbyte *v)
+{
+   _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
+}
+
+/* GL_UNSIGNED_BYTE attributes */
+
+static void VertexAttrib1Nubv(GLuint index, const GLubyte *v)
+{
+   _glapi_Dispatch->VertexAttrib1fNV(index, UBYTE_TO_FLOAT(v[0]));
+}
+
+static void VertexAttrib1ubv(GLuint index, const GLubyte *v)
+{
+   _glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
+}
+
+static void VertexAttrib2Nubv(GLuint index, const GLubyte *v)
+{
+   _glapi_Dispatch->VertexAttrib2fNV(index, UBYTE_TO_FLOAT(v[0]),
+                                     UBYTE_TO_FLOAT(v[1]));
+}
+
+static void VertexAttrib2ubv(GLuint index, const GLubyte *v)
+{
+   _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
+}
+
+static void VertexAttrib3Nubv(GLuint index, const GLubyte *v)
+{
+   _glapi_Dispatch->VertexAttrib3fNV(index, UBYTE_TO_FLOAT(v[0]),
+                                     UBYTE_TO_FLOAT(v[1]),
+                                     UBYTE_TO_FLOAT(v[2]));
+}
+static void VertexAttrib3ubv(GLuint index, const GLubyte *v)
+{
+   _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
+}
+
+static void VertexAttrib4Nubv(GLuint index, const GLubyte *v)
+{
+   _glapi_Dispatch->VertexAttrib4fNV(index, UBYTE_TO_FLOAT(v[0]),
+                                     UBYTE_TO_FLOAT(v[1]),
+                                     UBYTE_TO_FLOAT(v[2]),
+                                     UBYTE_TO_FLOAT(v[3]));
+}
+
+static void VertexAttrib4ubv(GLuint index, const GLubyte *v)
+{
+   _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
+}
+
+/* GL_SHORT attributes */
+
+static void VertexAttrib1Nsv(GLuint index, const GLshort *v)
+{
+   _glapi_Dispatch->VertexAttrib1fNV(index, SHORT_TO_FLOAT(v[0]));
+}
+
+static void VertexAttrib1sv(GLuint index, const GLshort *v)
+{
+   _glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
+}
+
+static void VertexAttrib2Nsv(GLuint index, const GLshort *v)
+{
+   _glapi_Dispatch->VertexAttrib2fNV(index, SHORT_TO_FLOAT(v[0]),
+                                     SHORT_TO_FLOAT(v[1]));
+}
+
+static void VertexAttrib2sv(GLuint index, const GLshort *v)
+{
+   _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
+}
+
+static void VertexAttrib3Nsv(GLuint index, const GLshort *v)
+{
+   _glapi_Dispatch->VertexAttrib3fNV(index, SHORT_TO_FLOAT(v[0]),
+                                     SHORT_TO_FLOAT(v[1]),
+                                     SHORT_TO_FLOAT(v[2]));
+}
+
+static void VertexAttrib3sv(GLuint index, const GLshort *v)
+{
+   _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
+}
+
+static void VertexAttrib4Nsv(GLuint index, const GLshort *v)
+{
+   _glapi_Dispatch->VertexAttrib4fNV(index, SHORT_TO_FLOAT(v[0]),
+                                     SHORT_TO_FLOAT(v[1]),
+                                     SHORT_TO_FLOAT(v[2]),
+                                     SHORT_TO_FLOAT(v[3]));
+}
+
+static void VertexAttrib4sv(GLuint index, const GLshort *v)
+{
+   _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
+}
+
+/* GL_UNSIGNED_SHORT attributes */
+
+static void VertexAttrib1Nusv(GLuint index, const GLushort *v)
+{
+   _glapi_Dispatch->VertexAttrib1fNV(index, USHORT_TO_FLOAT(v[0]));
+}
+
+static void VertexAttrib1usv(GLuint index, const GLushort *v)
+{
+   _glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
+}
+
+static void VertexAttrib2Nusv(GLuint index, const GLushort *v)
+{
+   _glapi_Dispatch->VertexAttrib2fNV(index, USHORT_TO_FLOAT(v[0]),
+                                     USHORT_TO_FLOAT(v[1]));
+}
+
+static void VertexAttrib2usv(GLuint index, const GLushort *v)
+{
+   _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
+}
+
+static void VertexAttrib3Nusv(GLuint index, const GLushort *v)
+{
+   _glapi_Dispatch->VertexAttrib3fNV(index, USHORT_TO_FLOAT(v[0]),
+                                     USHORT_TO_FLOAT(v[1]),
+                                     USHORT_TO_FLOAT(v[2]));
+}
+
+static void VertexAttrib3usv(GLuint index, const GLushort *v)
+{
+   _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
+}
+
+static void VertexAttrib4Nusv(GLuint index, const GLushort *v)
+{
+   _glapi_Dispatch->VertexAttrib4fNV(index, USHORT_TO_FLOAT(v[0]),
+                                     USHORT_TO_FLOAT(v[1]),
+                                     USHORT_TO_FLOAT(v[2]),
+                                     USHORT_TO_FLOAT(v[3]));
+}
+
+static void VertexAttrib4usv(GLuint index, const GLushort *v)
+{
+   _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
+}
+
+/* GL_INT attributes */
+
+static void VertexAttrib1Niv(GLuint index, const GLint *v)
+{
+   _glapi_Dispatch->VertexAttrib1fNV(index, INT_TO_FLOAT(v[0]));
+}
+
+static void VertexAttrib1iv(GLuint index, const GLint *v)
+{
+   _glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
+}
+
+static void VertexAttrib2Niv(GLuint index, const GLint *v)
+{
+   _glapi_Dispatch->VertexAttrib2fNV(index, INT_TO_FLOAT(v[0]),
+                                     INT_TO_FLOAT(v[1]));
+}
+
+static void VertexAttrib2iv(GLuint index, const GLint *v)
+{
+   _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
+}
+
+static void VertexAttrib3Niv(GLuint index, const GLint *v)
+{
+   _glapi_Dispatch->VertexAttrib3fNV(index, INT_TO_FLOAT(v[0]),
+                                     INT_TO_FLOAT(v[1]),
+                                     INT_TO_FLOAT(v[2]));
+}
+
+static void VertexAttrib3iv(GLuint index, const GLint *v)
+{
+   _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
+}
+
+static void VertexAttrib4Niv(GLuint index, const GLint *v)
+{
+   _glapi_Dispatch->VertexAttrib4fNV(index, INT_TO_FLOAT(v[0]),
+                                     INT_TO_FLOAT(v[1]),
+                                     INT_TO_FLOAT(v[2]),
+                                     INT_TO_FLOAT(v[3]));
+}
+
+static void VertexAttrib4iv(GLuint index, const GLint *v)
+{
+   _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
+}
+
+/* GL_UNSIGNED_INT attributes */
+
+static void VertexAttrib1Nuiv(GLuint index, const GLuint *v)
+{
+   _glapi_Dispatch->VertexAttrib1fNV(index, UINT_TO_FLOAT(v[0]));
+}
+
+static void VertexAttrib1uiv(GLuint index, const GLuint *v)
+{
+   _glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
+}
+
+static void VertexAttrib2Nuiv(GLuint index, const GLuint *v)
+{
+   _glapi_Dispatch->VertexAttrib2fNV(index, UINT_TO_FLOAT(v[0]),
+                                     UINT_TO_FLOAT(v[1]));
+}
+
+static void VertexAttrib2uiv(GLuint index, const GLuint *v)
+{
+   _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
+}
+
+static void VertexAttrib3Nuiv(GLuint index, const GLuint *v)
+{
+   _glapi_Dispatch->VertexAttrib3fNV(index, UINT_TO_FLOAT(v[0]),
+                                     UINT_TO_FLOAT(v[1]),
+                                     UINT_TO_FLOAT(v[2]));
+}
+
+static void VertexAttrib3uiv(GLuint index, const GLuint *v)
+{
+   _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
+}
+
+static void VertexAttrib4Nuiv(GLuint index, const GLuint *v)
+{
+   _glapi_Dispatch->VertexAttrib4fNV(index, UINT_TO_FLOAT(v[0]),
+                                     UINT_TO_FLOAT(v[1]),
+                                     UINT_TO_FLOAT(v[2]),
+                                     UINT_TO_FLOAT(v[3]));
+}
+
+static void VertexAttrib4uiv(GLuint index, const GLuint *v)
+{
+   _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
+}
+
+/* GL_FLOAT attributes */
+
+static void VertexAttrib1fv(GLuint index, const GLfloat *v)
+{
+   _glapi_Dispatch->VertexAttrib1fvNV(index, v);
+}
+
+static void VertexAttrib2fv(GLuint index, const GLfloat *v)
+{
+   _glapi_Dispatch->VertexAttrib2fvNV(index, v);
+}
+
+static void VertexAttrib3fv(GLuint index, const GLfloat *v)
+{
+   _glapi_Dispatch->VertexAttrib3fvNV(index, v);
+}
+
+static void VertexAttrib4fv(GLuint index, const GLfloat *v)
+{
+   _glapi_Dispatch->VertexAttrib4fvNV(index, v);
+}
+
+/* GL_DOUBLE attributes */
+
+static void VertexAttrib1dv(GLuint index, const GLdouble *v)
+{
+   _glapi_Dispatch->VertexAttrib1dvNV(index, v);
+}
+
+static void VertexAttrib2dv(GLuint index, const GLdouble *v)
+{
+   _glapi_Dispatch->VertexAttrib2dvNV(index, v);
+}
+
+static void VertexAttrib3dv(GLuint index, const GLdouble *v)
+{
+   _glapi_Dispatch->VertexAttrib3dvNV(index, v);
+}
+
+static void VertexAttrib4dv(GLuint index, const GLdouble *v)
+{
+   _glapi_Dispatch->VertexAttrib4dvNV(index, v);
+}
+
+
+/*
+ * Array [size][type] of VertexAttrib functions
+ */
+static void (GLAPIENTRY *attribfuncs[2][4][8])( GLuint, const void * ) = {
+   {
+      /* non-normalized */
+      {
+         /* size 1 */
+         (attrib_func) VertexAttrib1bv,
+         (attrib_func) VertexAttrib1ubv,
+         (attrib_func) VertexAttrib1sv,
+         (attrib_func) VertexAttrib1usv,
+         (attrib_func) VertexAttrib1iv,
+         (attrib_func) VertexAttrib1uiv,
+         (attrib_func) VertexAttrib1fv,
+         (attrib_func) VertexAttrib1dv
+      },
+      {
+         /* size 2 */
+         (attrib_func) VertexAttrib2bv,
+         (attrib_func) VertexAttrib2ubv,
+         (attrib_func) VertexAttrib2sv,
+         (attrib_func) VertexAttrib2usv,
+         (attrib_func) VertexAttrib2iv,
+         (attrib_func) VertexAttrib2uiv,
+         (attrib_func) VertexAttrib2fv,
+         (attrib_func) VertexAttrib2dv
+      },
+      {
+         /* size 3 */
+         (attrib_func) VertexAttrib3bv,
+         (attrib_func) VertexAttrib3ubv,
+         (attrib_func) VertexAttrib3sv,
+         (attrib_func) VertexAttrib3usv,
+         (attrib_func) VertexAttrib3iv,
+         (attrib_func) VertexAttrib3uiv,
+         (attrib_func) VertexAttrib3fv,
+         (attrib_func) VertexAttrib3dv
+      },
+      {
+         /* size 4 */
+         (attrib_func) VertexAttrib4bv,
+         (attrib_func) VertexAttrib4ubv,
+         (attrib_func) VertexAttrib4sv,
+         (attrib_func) VertexAttrib4usv,
+         (attrib_func) VertexAttrib4iv,
+         (attrib_func) VertexAttrib4uiv,
+         (attrib_func) VertexAttrib4fv,
+         (attrib_func) VertexAttrib4dv
+      }
+   },
+   {
+      /* normalized (except for float/double) */
+      {
+         /* size 1 */
+         (attrib_func) VertexAttrib1Nbv,
+         (attrib_func) VertexAttrib1Nubv,
+         (attrib_func) VertexAttrib1Nsv,
+         (attrib_func) VertexAttrib1Nusv,
+         (attrib_func) VertexAttrib1Niv,
+         (attrib_func) VertexAttrib1Nuiv,
+         (attrib_func) VertexAttrib1fv,
+         (attrib_func) VertexAttrib1dv
+      },
+      {
+         /* size 2 */
+         (attrib_func) VertexAttrib2Nbv,
+         (attrib_func) VertexAttrib2Nubv,
+         (attrib_func) VertexAttrib2Nsv,
+         (attrib_func) VertexAttrib2Nusv,
+         (attrib_func) VertexAttrib2Niv,
+         (attrib_func) VertexAttrib2Nuiv,
+         (attrib_func) VertexAttrib2fv,
+         (attrib_func) VertexAttrib2dv
+      },
+      {
+         /* size 3 */
+         (attrib_func) VertexAttrib3Nbv,
+         (attrib_func) VertexAttrib3Nubv,
+         (attrib_func) VertexAttrib3Nsv,
+         (attrib_func) VertexAttrib3Nusv,
+         (attrib_func) VertexAttrib3Niv,
+         (attrib_func) VertexAttrib3Nuiv,
+         (attrib_func) VertexAttrib3fv,
+         (attrib_func) VertexAttrib3dv
+      },
+      {
+         /* size 4 */
+         (attrib_func) VertexAttrib4Nbv,
+         (attrib_func) VertexAttrib4Nubv,
+         (attrib_func) VertexAttrib4Nsv,
+         (attrib_func) VertexAttrib4Nusv,
+         (attrib_func) VertexAttrib4Niv,
+         (attrib_func) VertexAttrib4Nuiv,
+         (attrib_func) VertexAttrib4fv,
+         (attrib_func) VertexAttrib4dv
+      }
+   }
+};
+
+/**********************************************************************/
+
 
 GLboolean _ae_create_context( GLcontext *ctx )
 {
@@ -271,68 +673,124 @@ void _ae_destroy_context( GLcontext *ctx )
 }
 
 
+/**
+ * Make a list of per-vertex functions to call for each glArrayElement call.
+ * These functions access the array data (i.e. glVertex, glColor, glNormal, etc);
+ */
 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->func = (array_func) glEdgeFlagv;
       aa++;
    }
 
-   if (ctx->Array.SecondaryColor.Enabled) {
-      aa->array = &ctx->Array.SecondaryColor;
-      aa->func = secondarycolorfuncs[TYPE_IDX(aa->array->Type)];
-      aa++;
-   }
+   /* 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 *attribArray = NULL;
+
+      /* Generic arrays take priority over conventional arrays if vertex program
+       * mode is enabled.
+       */
+      if (ctx->VertexProgram.Enabled
+          && ctx->Array.VertexAttrib[index].Enabled) {
+         if (index == 0) {
+            /* Special case: use glVertex() for vertex position so
+             * that it's always executed last.
+             */
+            aa->array = &ctx->Array.VertexAttrib[0];
+            aa->func = vertexfuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)];
+            aa++;
+         }
+         else {
+            attribArray = &ctx->Array.VertexAttrib[index];
+         }
+      }
+      else {
+         switch (index) {
+         case VERT_ATTRIB_POS:
+            if (ctx->Array.Vertex.Enabled) {
+               aa->array = &ctx->Array.Vertex;
+               aa->func = vertexfuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)];
+               aa++;
+            }
+            break;
+         case VERT_ATTRIB_NORMAL:
+            if (ctx->Array.Normal.Enabled) {
+               aa->array = &ctx->Array.Normal;
+               aa->func = normalfuncs[TYPE_IDX(aa->array->Type)];
+               aa++;
+            }
+            break;
+         case VERT_ATTRIB_COLOR0:
+            if (ctx->Array.Color.Enabled) {
+               aa->array = &ctx->Array.Color;
+               aa->func = colorfuncs[aa->array->Size-3][TYPE_IDX(aa->array->Type)];
+               aa++;
+            }
+            break;
+         case VERT_ATTRIB_COLOR1:
+            if (ctx->Array.SecondaryColor.Enabled) {
+               aa->array = &ctx->Array.SecondaryColor;
+               aa->func = secondarycolorfuncs[TYPE_IDX(aa->array->Type)];
+               aa++;
+            }
+            break;
+         case VERT_ATTRIB_FOG:
+            if (ctx->Array.FogCoord.Enabled) {
+               aa->array = &ctx->Array.FogCoord;
+               aa->func = fogcoordfuncs[TYPE_IDX(aa->array->Type)];
+               aa++;
+            }
+            break;
+         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:
+            /* use generic vertex attribs for texcoords */
+            if (ctx->Array.TexCoord[index - VERT_ATTRIB_TEX0].Enabled) {
+               attribArray = &ctx->Array.TexCoord[index - VERT_ATTRIB_TEX0];
+            }
+         default:
+            /* nothing */;
+         }
+      }
 
-   /* 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++;
+      /* Save glVertexAttrib call (may be for glMultiTexCoord) */
+      if (attribArray) {
+         at->array = attribArray;
+         /* Note: we can't grab the _glapi_Dispatch->VertexAttrib1fvNV
+          * function pointer here (for float arrays) since the pointer may
+          * change from one execution of _ae_loopback_array_elt() to
+          * the next.  Doing so caused UT to break.
+          */
+         at->func = attribfuncs[at->array->Normalized][at->array->Size-1][TYPE_IDX(at->array->Type)];
+         at->index = index;
+         at++;
+      }
    }
+   ASSERT(at - actx->attribs <= VERT_ATTRIB_MAX);
+   ASSERT(aa - actx->arrays < 32);
+   at->func = NULL;  /* terminate the list */
+   aa->func = NULL;  /* terminate the list */
 
-   aa->func = 0;
    actx->NewState = 0;
 }
 
@@ -340,26 +798,26 @@ static void _ae_update_state( GLcontext *ctx )
 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);
+   /* generic 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 );
    }
 
-   /* Must be last
-    */
-   for (aa = actx->arrays ; aa->func ; aa++) {
-      GLubyte *src = aa->array->BufferObj->Data
-                   + (GLuint) aa->array->Ptr
-                   + elt * aa->array->StrideB;
+   /* conventional arrays */
+   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 );
    }
 }