array_func func;
} AEarray;
-typedef void (GLAPIENTRY *attrib_func)( GLuint indx, const void *data, GLboolean normalized, GLuint size );
+typedef void (GLAPIENTRY *attrib_func)( GLuint indx, const void *data );
typedef struct {
const struct gl_client_array *array;
} AEattrib;
typedef struct {
- AEarray arrays[3]; /* color index, edge flag, null terminator */
+ AEarray arrays[32];
AEattrib attribs[VERT_ATTRIB_MAX + 1];
GLuint NewState;
} AEcontext;
*/
#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 *indexfuncs[8])( const void * ) = {
0,
(array_func)glIndexubv,
(array_func)glIndexdv
};
+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)
+{
+ _glapi_Dispatch->SecondaryColor3ubvEXT(c);
+}
+
+static void SecondaryColor3svEXT(const GLshort *c)
+{
+ _glapi_Dispatch->SecondaryColor3svEXT(c);
+}
+
+static void SecondaryColor3usvEXT(const GLushort *c)
+{
+ _glapi_Dispatch->SecondaryColor3usvEXT(c);
+}
+
+static void SecondaryColor3ivEXT(const GLint *c)
+{
+ _glapi_Dispatch->SecondaryColor3ivEXT(c);
+}
+
+static void SecondaryColor3uivEXT(const GLuint *c)
+{
+ _glapi_Dispatch->SecondaryColor3uivEXT(c);
+}
+
+static void SecondaryColor3fvEXT(const GLfloat *c)
+{
+ _glapi_Dispatch->SecondaryColor3fvEXT(c);
+}
+
+static void SecondaryColor3dvEXT(const GLdouble *c)
+{
+ _glapi_Dispatch->SecondaryColor3dvEXT(c);
+}
+
+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)
+{
+ _glapi_Dispatch->FogCoordfvEXT(f);
+}
+
+static void FogCoorddvEXT(const GLdouble *f)
+{
+ _glapi_Dispatch->FogCoorddvEXT(f);
+}
+
+static void (GLAPIENTRY *fogcoordfuncs[8])( const void * ) = {
+ 0,
+ 0,
+ 0,
+ 0,
+ 0,
+ 0,
+ (array_func) FogCoordfvEXT,
+ (array_func) FogCoorddvEXT
+};
+
/**********************************************************************/
-/* 1, 2, 3 or 4 GL_BYTE attribute */
-static void VertexAttribbv(GLuint index, const GLbyte *v,
- GLboolean normalized, GLuint size)
-{
- 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");
- }
+/* GL_BYTE attributes */
+
+static void VertexAttrib1Nbv(GLuint index, const GLbyte *v)
+{
+ _glapi_Dispatch->VertexAttrib1fNV(index, BYTE_TO_FLOAT(v[0]));
}
-/* 1, 2, 3 or 4 GL_UNSIGNED_BYTE attribute */
-static void VertexAttribubv(GLuint index, const GLubyte *v,
- GLboolean normalized, GLuint size)
-{
- 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 VertexAttrib1bv(GLuint index, const GLbyte *v)
+{
+ _glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
}
-/* 1, 2, 3 or 4 GL_SHORT attribute */
-static void VertexAttribsv(GLuint index, const GLshort *v,
- GLboolean normalized, GLuint size)
-{
- 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 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]);
+}
-/* 1, 2, 3 or 4 GL_UNSIGNED_SHORT attribute */
-static void VertexAttribusv(GLuint index, const GLushort *v,
- GLboolean normalized, GLuint size)
-{
- 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 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]));
}
-/* 1, 2, 3 or 4 GL_INT attribute */
-static void VertexAttribiv(GLuint index, const GLint *v,
- GLboolean normalized, GLuint size)
-{
- 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 VertexAttrib3bv(GLuint index, const GLbyte *v)
+{
+ _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
}
-/* 1, 2, 3 or 4 GL_UNSIGNED_INT attribute */
-static void VertexAttribuiv(GLuint index, const GLuint *v,
- GLboolean normalized, GLuint size)
-{
- 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 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]));
}
-/* 1, 2, 3 or 4 GL_FLOAT attribute */
-static void VertexAttribfv(GLuint index, const GLfloat *v,
- GLboolean normalized, GLuint size)
-{
- (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 VertexAttrib4bv(GLuint index, const GLbyte *v)
+{
+ _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
}
-/* 1, 2, 3 or 4 GL_DOUBLE attribute */
-static void VertexAttribdv(GLuint index, const GLdouble *v,
- GLboolean normalized, GLuint size)
-{
- (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");
- }
+/* 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[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
+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
+ }
+ }
};
/**********************************************************************/
}
-/*
- * 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.
+ * 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 )
{
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);
+ struct gl_client_array *attribArray = NULL;
- /* check for overriding generic vertex attribute */
+ /* Generic arrays take priority over conventional arrays if vertex program
+ * mode is enabled.
+ */
if (ctx->VertexProgram.Enabled
&& ctx->Array.VertexAttrib[index].Enabled) {
- array = &ctx->Array.VertexAttrib[index];
+ 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 */;
+ }
}
- /* if array's enabled, add it to the list */
- if (array && array->Enabled) {
- at->array = array;
- at->func = attribfuncs[TYPE_IDX(array->Type)];
+ /* Save glVertexAttrib call (may be for glMultiTexCoord) */
+ if (attribArray) {
+ at->array = attribArray;
+ if (attribArray->Type == GL_FLOAT) {
+ switch (attribArray->Size) {
+ case 1:
+ at->func = (attrib_func) _glapi_Dispatch->VertexAttrib1fvNV;
+ break;
+ case 2:
+ at->func = (attrib_func) _glapi_Dispatch->VertexAttrib2fvNV;
+ break;
+ case 3:
+ at->func = (attrib_func) _glapi_Dispatch->VertexAttrib3fvNV;
+ break;
+ case 4:
+ at->func = (attrib_func) _glapi_Dispatch->VertexAttrib4fvNV;
+ break;
+ }
+ }
+ else
+ {
+ 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 */
actx->NewState = 0;
}
if (actx->NewState)
_ae_update_state( ctx );
- /* color index and edge flags */
+ /* 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 );
+ }
+
+ /* 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 );
}
-
- /* 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 );
- }
}