-/* $Id: varray.c,v 1.11 1999/11/09 10:12:34 keithw Exp $ */
+/* $Id: varray.c,v 1.12 1999/11/09 17:00:25 keithw Exp $ */
/*
* Mesa 3-D graphics library
-/* KW: I think this is moving in the right direction, but it still feels
- * like we are doing way too much work.
- */
void gl_DrawArrays( GLcontext *ctx, GLenum mode, GLint start, GLsizei count )
{
struct vertex_buffer *VB = ctx->VB;
{
GLint remaining = count;
GLint i;
- GLvector4f obj;
- GLvector3f norm;
- GLvector4f tc[MAX_TEXTURE_UNITS];
- GLvector4ub col;
- GLvector1ub edge;
- GLvector1ui index;
+ struct gl_client_array *Normal;
+ struct gl_client_array *Color;
+ struct gl_client_array *Index;
+ struct gl_client_array *TexCoord[MAX_TEXTURE_UNITS];
+ struct gl_client_array *EdgeFlag;
struct immediate *IM = VB->IM;
- struct gl_client_array *client_data;
struct gl_pipeline *elt = &ctx->CVA.elt;
GLboolean relock;
GLuint fallback, required;
if (ctx->NewState)
gl_update_state( ctx );
- /* This will die miserably with CVA... Need more work to support this.
+ /* Just turn off cva on this path. Could be useful for multipass
+ * rendering to keep it turned on.
*/
relock = ctx->CompileCVAFlag;
ctx->CompileCVAFlag = 0;
if (required & VERT_RGBA)
{
- client_data = &ctx->Array.Color;
- if (fallback & VERT_RGBA)
- client_data = &ctx->Fallback.Color;
+ Color = &ctx->Array.Color;
+ if (fallback & VERT_RGBA) {
+ Color = &ctx->Fallback.Color;
+ ctx->Array.ColorFunc =
+ gl_trans_4ub_tab[4][TYPE_IDX(GL_UNSIGNED_BYTE)];
+ }
}
if (required & VERT_INDEX)
{
- client_data = &ctx->Array.Index;
- if (fallback & VERT_INDEX)
- client_data = &ctx->Fallback.Index;
+ Index = &ctx->Array.Index;
+ if (fallback & VERT_INDEX) {
+ Index = &ctx->Fallback.Index;
+ ctx->Array.IndexFunc = gl_trans_1ui_tab[TYPE_IDX(GL_UNSIGNED_INT)];
+ }
}
for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++)
GLuint flag = VERT_TEX_ANY(i);
if (required & flag) {
- client_data = &ctx->Array.TexCoord[i];
+ TexCoord[i] = &ctx->Array.TexCoord[i];
if (fallback & flag)
{
- client_data = &ctx->Fallback.TexCoord[i];
- client_data->Size = gl_texcoord_size( ctx->Current.Flag, i );
+ TexCoord[i] = &ctx->Fallback.TexCoord[i];
+ TexCoord[i]->Size = gl_texcoord_size( ctx->Current.Flag, i );
+
+ ctx->Array.TexCoordFunc[i] =
+ gl_trans_4f_tab[TexCoord[i]->Size][TYPE_IDX(GL_FLOAT)];
}
}
}
if (ctx->Array.Flags != ctx->Array.Flag[0])
- for (i = 0 ; i < VB_MAX ; i++)
+ for (i = 0 ; i < VB_MAX ; i++)
ctx->Array.Flag[i] = ctx->Array.Flags;
if (required & VERT_NORM)
{
- client_data = &ctx->Array.Normal;
- if (fallback & VERT_NORM)
- client_data = &ctx->Fallback.Normal;
+ Normal = &ctx->Array.Normal;
+ if (fallback & VERT_NORM) {
+ Normal = &ctx->Fallback.Normal;
+ ctx->Array.NormalFunc = gl_trans_3f_tab[TYPE_IDX(GL_FLOAT)];
+ }
}
- if ( (required & VERT_EDGE) &&
- (mode == GL_TRIANGLES ||
- mode == GL_QUADS ||
- mode == GL_POLYGON))
+ if ( required & VERT_EDGE )
{
- client_data = &ctx->Array.EdgeFlag;
- if (fallback & VERT_EDGE)
- client_data = &ctx->Fallback.EdgeFlag;
+ if (mode == GL_TRIANGLES ||
+ mode == GL_QUADS ||
+ mode == GL_POLYGON)
+ {
+ EdgeFlag = &ctx->Array.EdgeFlag;
+ if (fallback & VERT_EDGE) {
+ EdgeFlag = &ctx->Fallback.EdgeFlag;
+ ctx->Array.EdgeFlagFunc =
+ gl_trans_1ub_tab[TYPE_IDX(GL_UNSIGNED_BYTE)];
+ }
+ }
+ else
+ required &= ~VERT_EDGE;
}
VB->Primitive = IM->Primitive;
VB->CullMode = 0;
- if (required & VERT_OBJ_ANY) {
- ctx->Array.VertexFunc( IM->Obj + VB_START,
- &ctx->Array.Vertex, start, n );
- }
+ ctx->Array.VertexFunc( IM->Obj + VB_START,
+ &ctx->Array.Vertex, start, n );
if (required & VERT_NORM) {
ctx->Array.NormalFunc( IM->Normal + VB_START,
- &ctx->Array.Normal, start, n );
+ Normal, start, n );
}
if (required & VERT_EDGE) {
ctx->Array.EdgeFlagFunc( IM->EdgeFlag + VB_START,
- &ctx->Array.EdgeFlag, start, n );
+ EdgeFlag, start, n );
}
if (required & VERT_RGBA) {
ctx->Array.ColorFunc( IM->Color + VB_START,
- &ctx->Array.Color, start, n );
+ Color, start, n );
}
if (required & VERT_INDEX) {
ctx->Array.IndexFunc( IM->Index + VB_START,
- &ctx->Array.Index, start, n );
+ Index, start, n );
}
if (required & VERT_TEX0_ANY) {
- IM->v.TexCoord[0].size = tc[0].size;
+ IM->v.TexCoord[0].size = TexCoord[0]->Size;
ctx->Array.TexCoordFunc[0]( IM->TexCoord[0] + VB_START,
- &ctx->Array.TexCoord[0], start, n );
+ TexCoord[0], start, n );
}
if (required & VERT_TEX1_ANY) {
- IM->v.TexCoord[1].size = tc[1].size;
+ IM->v.TexCoord[1].size = TexCoord[1]->Size;
ctx->Array.TexCoordFunc[1]( IM->TexCoord[1] + VB_START,
- &ctx->Array.TexCoord[1], start, n );
+ TexCoord[1], start, n );
}
VB->ObjPtr = &IM->v.Obj;
/* Transform and render.
*/
+ if (0) gl_print_cassette_flags( IM, VB->Flag );
gl_run_pipeline( VB );
gl_reset_vb( VB );