/**
* This macro is used to implement all the glVertex, glColor, glTexCoord,
* glVertexAttrib, etc functions.
+ * \param A attribute index
+ * \param N attribute size (1..4)
+ * \param T type (GL_FLOAT, GL_DOUBLE, GL_INT, GL_UNSIGNED_INT)
+ * \param C cast type (fi_type or double)
+ * \param V0, V1, v2, V3 attribute value
*/
#define ATTR_UNION( A, N, T, C, V0, V1, V2, V3 ) \
do { \
struct vbo_exec_context *exec = &vbo_context(ctx)->exec; \
int sz = (sizeof(C) / sizeof(GLfloat)); \
- if (unlikely(!(ctx->Driver.NeedFlush & FLUSH_UPDATE_CURRENT))) \
+ if (unlikely(!(ctx->Driver.NeedFlush & FLUSH_UPDATE_CURRENT))) { \
vbo_exec_BeginVertices(ctx); \
+ } \
\
+ /* check if attribute size or type is changing */ \
if (unlikely(exec->vtx.active_sz[A] != N * sz) || \
- unlikely(exec->vtx.attrtype[A] != T)) \
+ unlikely(exec->vtx.attrtype[A] != T)) { \
vbo_exec_fixup_vertex(ctx, A, N * sz, T); \
+ } \
\
+ /* store vertex attribute in vertex buffer */ \
{ \
C *dest = (C *)exec->vtx.attrptr[A]; \
if (N>0) dest[0] = V0; \
/* This is a glVertex call */ \
GLuint i; \
\
+ /* copy 32-bit words */ \
for (i = 0; i < exec->vtx.vertex_size; i++) \
exec->vtx.buffer_ptr[i] = exec->vtx.vertex[i]; \
\