}
+/**
+ * Tell the VBO module to use a real OpenGL vertex buffer object to
+ * store accumulated immediate-mode vertex data.
+ * This replaces the malloced buffer which was created in
+ * vb_exec_vtx_init() below.
+ */
+void vbo_use_buffer_objects(GLcontext *ctx)
+{
+ struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
+ /* Any buffer name but 0 can be used here since this bufferobj won't
+ * go into the bufferobj hashtable.
+ */
+ GLuint bufName = 0xaabbccdd;
+ GLenum target = GL_ARRAY_BUFFER_ARB;
+ GLenum access = GL_READ_WRITE_ARB;
+ GLenum usage = GL_STREAM_DRAW_ARB;
+ GLsizei size = VBO_VERT_BUFFER_SIZE * sizeof(GLfloat);
+
+ /* Make sure this func is only used once */
+ assert(exec->vtx.bufferobj == ctx->Array.NullBufferObj);
+ if (exec->vtx.buffer_map) {
+ _mesa_align_free(exec->vtx.buffer_map);
+ }
+
+ /* Allocate a real buffer object now */
+ exec->vtx.bufferobj = ctx->Driver.NewBufferObject(ctx, bufName, target);
+ ctx->Driver.BufferData(ctx, target, size, NULL, usage, exec->vtx.bufferobj);
+
+ /* and map it */
+ exec->vtx.buffer_map
+ = ctx->Driver.MapBuffer(ctx, target, access, exec->vtx.bufferobj);
+}
+
+
+
void vbo_exec_vtx_init( struct vbo_exec_context *exec )
{
GLcontext *ctx = exec->ctx;
* arrays of floats.
*/
for (attr = 0; attr < VERT_ATTRIB_MAX ; attr++) {
- GLuint src = map[attr];
+ const GLuint src = map[attr];
if (exec->vtx.attrsz[src]) {
- arrays[attr].Ptr = (void *)data;
+ if (exec->vtx.bufferobj->Name) {
+ /* a real buffer obj: Ptr is an offset, not a pointer*/
+ int offset;
+ assert(exec->vtx.bufferobj->Pointer); /* buf should be mapped */
+ offset = (GLbyte *) data - (GLbyte *) exec->vtx.bufferobj->Pointer;
+ assert(offset >= 0);
+ arrays[attr].Ptr = (void *) offset;
+ }
+ else {
+ /* Ptr into ordinary app memory */
+ arrays[attr].Ptr = (void *) data;
+ }
arrays[attr].Size = exec->vtx.attrsz[src];
arrays[attr].StrideB = exec->vtx.vertex_size * sizeof(GLfloat);
arrays[attr].Stride = exec->vtx.vertex_size * sizeof(GLfloat);
arrays[attr].Type = GL_FLOAT;
arrays[attr].Enabled = 1;
- arrays[attr].BufferObj = exec->vtx.bufferobj; /* NullBufferObj */
+ arrays[attr].BufferObj = exec->vtx.bufferobj;
arrays[attr]._MaxElement = count; /* ??? */
data += exec->vtx.attrsz[attr] * sizeof(GLfloat);