#include "macros.h"
#include "mtypes.h"
#include "main/dispatch.h"
+#include "varray.h"
typedef void (GLAPIENTRY *array_func)( const void * );
typedef struct {
- const struct gl_client_array *array;
+ const struct gl_vertex_attrib_array *array;
+ const struct gl_vertex_buffer_binding *binding;
int offset;
} AEarray;
typedef void (GLAPIENTRY *attrib_func)( GLuint indx, const void *data );
typedef struct {
- const struct gl_client_array *array;
+ const struct gl_vertex_attrib_array *array;
+ const struct gl_vertex_buffer_binding *binding;
attrib_func func;
GLuint index;
} AEattrib;
}
-static inline void
-update_derived_client_arrays(struct gl_context *ctx)
-{
- struct gl_vertex_array_object *vao = ctx->Array.VAO;
-
- if (vao->NewArrays) {
- _mesa_update_vao_client_arrays(ctx, vao);
- vao->NewArrays = 0;
- }
-}
-
-
/**
* Make a list of per-vertex functions to call for each glArrayElement call.
* These functions access the array data (i.e. glVertex, glColor, glNormal,
actx->nr_vbos = 0;
/* conventional vertex arrays */
- if (vao->_VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) {
- aa->array = &vao->_VertexAttrib[VERT_ATTRIB_COLOR_INDEX];
+ if (vao->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) {
+ aa->array = &vao->VertexAttrib[VERT_ATTRIB_COLOR_INDEX];
+ aa->binding = &vao->VertexBinding[aa->array->VertexBinding];
aa->offset = IndexFuncs[TYPE_IDX(aa->array->Type)];
- check_vbo(actx, aa->array->BufferObj);
+ check_vbo(actx, aa->binding->BufferObj);
aa++;
}
- if (vao->_VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) {
- aa->array = &vao->_VertexAttrib[VERT_ATTRIB_EDGEFLAG];
+
+ if (vao->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) {
+ aa->array = &vao->VertexAttrib[VERT_ATTRIB_EDGEFLAG];
+ aa->binding = &vao->VertexBinding[aa->array->VertexBinding];
aa->offset = _gloffset_EdgeFlagv;
- check_vbo(actx, aa->array->BufferObj);
+ check_vbo(actx, aa->binding->BufferObj);
aa++;
}
- if (vao->_VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) {
- aa->array = &vao->_VertexAttrib[VERT_ATTRIB_NORMAL];
+
+ if (vao->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) {
+ aa->array = &vao->VertexAttrib[VERT_ATTRIB_NORMAL];
+ aa->binding = &vao->VertexBinding[aa->array->VertexBinding];
aa->offset = NormalFuncs[TYPE_IDX(aa->array->Type)];
- check_vbo(actx, aa->array->BufferObj);
+ check_vbo(actx, aa->binding->BufferObj);
aa++;
}
- if (vao->_VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) {
- aa->array = &vao->_VertexAttrib[VERT_ATTRIB_COLOR0];
+
+ if (vao->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) {
+ aa->array = &vao->VertexAttrib[VERT_ATTRIB_COLOR0];
+ aa->binding = &vao->VertexBinding[aa->array->VertexBinding];
aa->offset = ColorFuncs[aa->array->Size-3][TYPE_IDX(aa->array->Type)];
- check_vbo(actx, aa->array->BufferObj);
+ check_vbo(actx, aa->binding->BufferObj);
aa++;
}
- if (vao->_VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) {
- aa->array = &vao->_VertexAttrib[VERT_ATTRIB_COLOR1];
+
+ if (vao->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) {
+ aa->array = &vao->VertexAttrib[VERT_ATTRIB_COLOR1];
+ aa->binding = &vao->VertexBinding[aa->array->VertexBinding];
aa->offset = SecondaryColorFuncs[TYPE_IDX(aa->array->Type)];
- check_vbo(actx, aa->array->BufferObj);
+ check_vbo(actx, aa->binding->BufferObj);
aa++;
}
- if (vao->_VertexAttrib[VERT_ATTRIB_FOG].Enabled) {
- aa->array = &vao->_VertexAttrib[VERT_ATTRIB_FOG];
+
+ if (vao->VertexAttrib[VERT_ATTRIB_FOG].Enabled) {
+ aa->array = &vao->VertexAttrib[VERT_ATTRIB_FOG];
+ aa->binding = &vao->VertexBinding[aa->array->VertexBinding];
aa->offset = FogCoordFuncs[TYPE_IDX(aa->array->Type)];
- check_vbo(actx, aa->array->BufferObj);
+ check_vbo(actx, aa->binding->BufferObj);
aa++;
}
+
for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
- struct gl_client_array *attribArray =
- &vao->_VertexAttrib[VERT_ATTRIB_TEX(i)];
+ struct gl_vertex_attrib_array *attribArray =
+ &vao->VertexAttrib[VERT_ATTRIB_TEX(i)];
if (attribArray->Enabled) {
/* NOTE: we use generic glVertexAttribNV functions here.
* If we ever remove GL_NV_vertex_program this will have to change.
*/
at->array = attribArray;
+ at->binding = &vao->VertexBinding[attribArray->VertexBinding];
ASSERT(!at->array->Normalized);
at->func = AttribFuncsNV[at->array->Normalized]
[at->array->Size-1]
[TYPE_IDX(at->array->Type)];
at->index = VERT_ATTRIB_TEX0 + i;
- check_vbo(actx, at->array->BufferObj);
+ check_vbo(actx, at->binding->BufferObj);
at++;
}
}
/* generic vertex attribute arrays */
for (i = 1; i < VERT_ATTRIB_GENERIC_MAX; i++) { /* skip zero! */
- struct gl_client_array *attribArray =
- &vao->_VertexAttrib[VERT_ATTRIB_GENERIC(i)];
+ struct gl_vertex_attrib_array *attribArray =
+ &vao->VertexAttrib[VERT_ATTRIB_GENERIC(i)];
if (attribArray->Enabled) {
GLint intOrNorm;
at->array = attribArray;
+ at->binding = &vao->VertexBinding[attribArray->VertexBinding];
/* 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_ArrayElement() to
[TYPE_IDX(at->array->Type)];
at->index = i;
- check_vbo(actx, at->array->BufferObj);
+ check_vbo(actx, at->binding->BufferObj);
at++;
}
}
/* finally, vertex position */
- if (vao->_VertexAttrib[VERT_ATTRIB_GENERIC0].Enabled) {
+ if (vao->VertexAttrib[VERT_ATTRIB_GENERIC0].Enabled) {
/* Use glVertex(v) instead of glVertexAttrib(0, v) to be sure it's
* issued as the last (provoking) attribute).
*/
- aa->array = &vao->_VertexAttrib[VERT_ATTRIB_GENERIC0];
+ aa->array = &vao->VertexAttrib[VERT_ATTRIB_GENERIC0];
+ aa->binding = &vao->VertexBinding[aa->array->VertexBinding];
assert(aa->array->Size >= 2); /* XXX fix someday? */
aa->offset = VertexFuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)];
- check_vbo(actx, aa->array->BufferObj);
+ check_vbo(actx, aa->binding->BufferObj);
aa++;
}
- else if (vao->_VertexAttrib[VERT_ATTRIB_POS].Enabled) {
- aa->array = &vao->_VertexAttrib[VERT_ATTRIB_POS];
+ else if (vao->VertexAttrib[VERT_ATTRIB_POS].Enabled) {
+ aa->array = &vao->VertexAttrib[VERT_ATTRIB_POS];
+ aa->binding = &vao->VertexBinding[aa->array->VertexBinding];
aa->offset = VertexFuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)];
- check_vbo(actx, aa->array->BufferObj);
+ check_vbo(actx, aa->binding->BufferObj);
aa++;
}
if (actx->mapped_vbos)
return;
- update_derived_client_arrays(ctx);
-
if (actx->NewState)
_ae_update_state(ctx);
const struct _glapi_table * const disp = GET_DISPATCH();
GLboolean do_map;
- update_derived_client_arrays(ctx);
-
/* If PrimitiveRestart is enabled and the index is the RestartIndex
* then we call PrimitiveRestartNV and return.
*/
/* emit generic attribute elements */
for (at = actx->attribs; at->func; at++) {
const GLubyte *src
- = ADD_POINTERS(at->array->BufferObj->Mappings[MAP_INTERNAL].Pointer,
- at->array->Ptr)
- + elt * at->array->StrideB;
+ = ADD_POINTERS(at->binding->BufferObj->Mappings[MAP_INTERNAL].Pointer,
+ _mesa_vertex_attrib_address(at->array, at->binding))
+ + elt * at->binding->Stride;
at->func(at->index, src);
}
/* emit conventional arrays elements */
for (aa = actx->arrays; aa->offset != -1 ; aa++) {
const GLubyte *src
- = ADD_POINTERS(aa->array->BufferObj->Mappings[MAP_INTERNAL].Pointer,
- aa->array->Ptr)
- + elt * aa->array->StrideB;
+ = ADD_POINTERS(aa->binding->BufferObj->Mappings[MAP_INTERNAL].Pointer,
+ _mesa_vertex_attrib_address(aa->array, aa->binding))
+ + elt * aa->binding->Stride;
CALL_by_offset(disp, (array_func), aa->offset, ((const void *) src));
}