GLuint max_offset = 0;
/* We work on the unmapped originaly VAO array entries. */
- GLbitfield mask = vao->_Enabled & binding->_BoundArrays;
+ GLbitfield mask = vao->Enabled & binding->_BoundArrays;
/* The binding should be active somehow, not to return inverted ranges */
assert(mask);
while (mask) {
*/
const gl_attribute_map_mode mode = vao->_AttributeMapMode;
/* Enabled array bits. */
- const GLbitfield enabled = vao->_Enabled;
+ const GLbitfield enabled = vao->Enabled;
/* VBO array bits. */
const GLbitfield vbos = vao->VertexAttribBufferMask;
* grouping information in a seperate array beside
* gl_array_attributes/gl_vertex_buffer_binding.
*/
- assert(util_bitcount(binding->_BoundArrays & vao->_Enabled) == 1
- || (vao->_Enabled & ~binding->_BoundArrays) == 0);
+ assert(util_bitcount(binding->_BoundArrays & vao->Enabled) == 1
+ || (vao->Enabled & ~binding->_BoundArrays) == 0);
/* Start this current effective binding with the array */
GLbitfield eff_bound_arrays = bound;
&vao->BufferBinding[attrib2->BufferBindingIndex];
/* See the comment at the same assert above. */
- assert(util_bitcount(binding2->_BoundArrays & vao->_Enabled) == 1
- || (vao->_Enabled & ~binding->_BoundArrays) == 0);
+ assert(util_bitcount(binding2->_BoundArrays & vao->Enabled) == 1
+ || (vao->Enabled & ~binding->_BoundArrays) == 0);
/* Check if we have an identical binding */
if (binding->Stride != binding2->Stride)
_mesa_all_varyings_in_vbos(const struct gl_vertex_array_object *vao)
{
/* Walk those enabled arrays that have the default vbo attached */
- GLbitfield mask = vao->_Enabled & ~vao->VertexAttribBufferMask;
+ GLbitfield mask = vao->Enabled & ~vao->VertexAttribBufferMask;
while (mask) {
/* Do not use u_bit_scan64 as we can walk multiple
const struct gl_vertex_buffer_binding *buffer_binding =
&vao->BufferBinding[attrib_array->BufferBindingIndex];
- /* Only enabled arrays shall appear in the _Enabled bitmask */
+ /* Only enabled arrays shall appear in the Enabled bitmask */
assert(attrib_array->Enabled);
/* We have already masked out vao->VertexAttribBufferMask */
assert(!_mesa_is_bufferobj(buffer_binding->BufferObj));
_mesa_all_buffers_are_unmapped(const struct gl_vertex_array_object *vao)
{
/* Walk the enabled arrays that have a vbo attached */
- GLbitfield mask = vao->_Enabled & vao->VertexAttribBufferMask;
+ GLbitfield mask = vao->Enabled & vao->VertexAttribBufferMask;
while (mask) {
const int i = ffs(mask) - 1;
const struct gl_vertex_buffer_binding *buffer_binding =
&vao->BufferBinding[attrib_array->BufferBindingIndex];
- /* Only enabled arrays shall appear in the _Enabled bitmask */
+ /* Only enabled arrays shall appear in the Enabled bitmask */
assert(attrib_array->Enabled);
/* We have already masked with vao->VertexAttribBufferMask */
assert(_mesa_is_bufferobj(buffer_binding->BufferObj));
/**
* Apply the position/generic0 aliasing map to a bitfield from the vao.
- * Use for example to convert gl_vertex_array_object::_Enabled
+ * Use for example to convert gl_vertex_array_object::Enabled
* or gl_vertex_buffer_binding::_VertexBinding from the vao numbering to
* the numbering used with vertex processing inputs.
*/
_mesa_get_vao_vp_inputs(const struct gl_vertex_array_object *vao)
{
const gl_attribute_map_mode mode = vao->_AttributeMapMode;
- return _mesa_vao_enable_to_vp_inputs(mode, vao->_Enabled);
+ return _mesa_vao_enable_to_vp_inputs(mode, vao->Enabled);
}
_mesa_copy_vertex_buffer_binding(ctx, &dest->BufferBinding[i], &src->BufferBinding[i]);
}
- /* _Enabled must be the same than on push */
- dest->_Enabled = src->_Enabled;
+ /* Enabled must be the same than on push */
+ dest->Enabled = src->Enabled;
dest->_EffEnabledVBO = src->_EffEnabledVBO;
/* The bitmask of bound VBOs needs to match the VertexBinding array */
dest->VertexAttribBufferMask = src->VertexAttribBufferMask;
* buffer bound.
*/
if (_mesa_is_gles31(ctx) &&
- ctx->Array.VAO->_Enabled & ~ctx->Array.VAO->VertexAttribBufferMask) {
+ ctx->Array.VAO->Enabled & ~ctx->Array.VAO->VertexAttribBufferMask) {
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(No VBO bound)", name);
return GL_FALSE;
}
GLbitfield VertexAttribBufferMask;
/** Mask of VERT_BIT_* values indicating which arrays are enabled */
- GLbitfield _Enabled;
+ GLbitfield Enabled;
/**
* Mask of VERT_BIT_* enabled arrays past position/generic0 mapping
if (ctx->API != API_OPENGL_COMPAT)
return;
/* The generic0 attribute superseeds the position attribute */
- const GLbitfield enabled = vao->_Enabled;
+ const GLbitfield enabled = vao->Enabled;
if (enabled & VERT_BIT_GENERIC0)
vao->_AttributeMapMode = ATTRIBUTE_MAP_MODE_GENERIC0;
else if (enabled & VERT_BIT_POS)
array->BufferBindingIndex = bindingIndex;
- vao->NewArrays |= vao->_Enabled & array_bit;
+ vao->NewArrays |= vao->Enabled & array_bit;
if (vao == ctx->Array.VAO)
ctx->NewState |= _NEW_ARRAY;
}
else
vao->VertexAttribBufferMask |= binding->_BoundArrays;
- vao->NewArrays |= vao->_Enabled & binding->_BoundArrays;
+ vao->NewArrays |= vao->Enabled & binding->_BoundArrays;
if (vao == ctx->Array.VAO)
ctx->NewState |= _NEW_ARRAY;
}
if (binding->InstanceDivisor != divisor) {
binding->InstanceDivisor = divisor;
- vao->NewArrays |= vao->_Enabled & binding->_BoundArrays;
+ vao->NewArrays |= vao->Enabled & binding->_BoundArrays;
if (vao == ctx->Array.VAO)
ctx->NewState |= _NEW_ARRAY;
}
array->RelativeOffset = relativeOffset;
array->_ElementSize = elementSize;
- vao->NewArrays |= vao->_Enabled & VERT_BIT(attrib);
+ vao->NewArrays |= vao->Enabled & VERT_BIT(attrib);
if (vao == ctx->Array.VAO)
ctx->NewState |= _NEW_ARRAY;
}
* to the VAO. But but that is done already unconditionally in
* _mesa_update_array_format called above.
*/
- assert((vao->NewArrays | ~vao->_Enabled) & VERT_BIT(attrib));
+ assert((vao->NewArrays | ~vao->Enabled) & VERT_BIT(attrib));
array->Ptr = ptr;
/* Update the vertex buffer binding */
/* was disabled, now being enabled */
vao->VertexAttrib[attrib].Enabled = GL_TRUE;
const GLbitfield array_bit = VERT_BIT(attrib);
- vao->_Enabled |= array_bit;
+ vao->Enabled |= array_bit;
vao->NewArrays |= array_bit;
if (vao == ctx->Array.VAO)
/* was enabled, now being disabled */
vao->VertexAttrib[attrib].Enabled = GL_FALSE;
const GLbitfield array_bit = VERT_BIT(attrib);
- vao->_Enabled &= ~array_bit;
+ vao->Enabled &= ~array_bit;
vao->NewArrays |= array_bit;
if (vao == ctx->Array.VAO)
GLbitfield vao_enabled = _vbo_get_vao_enabled_from_vbo(mode, exec->vtx.enabled);
/* At first disable arrays no longer needed */
- GLbitfield mask = vao->_Enabled & ~vao_enabled;
+ GLbitfield mask = vao->Enabled & ~vao_enabled;
while (mask) {
const int vao_attr = u_bit_scan(&mask);
_mesa_disable_vertex_array_attrib(ctx, vao, vao_attr);
}
- assert((~vao_enabled & vao->_Enabled) == 0);
+ assert((~vao_enabled & vao->Enabled) == 0);
/* Bind the buffer object */
const GLuint stride = exec->vtx.vertex_size*sizeof(GLfloat);
/* Set and enable */
_vbo_set_attrib_format(ctx, vao, vao_attr, buffer_offset,
size, type, offset);
- if ((vao->_Enabled & VERT_BIT(vao_attr)) == 0)
+ if ((vao->Enabled & VERT_BIT(vao_attr)) == 0)
_mesa_enable_vertex_array_attrib(ctx, vao, vao_attr);
/* The vao is initially created with all bindings set to 0. */
assert(vao->VertexAttrib[vao_attr].BufferBindingIndex == 0);
}
- assert(vao_enabled == vao->_Enabled);
+ assert(vao_enabled == vao->Enabled);
assert(!_mesa_is_bufferobj(exec->vtx.bufferobj) ||
(vao_enabled & ~vao->VertexAttribBufferMask) == 0);
* to the VAO. But but that is done already unconditionally in
* _mesa_update_array_format called above.
*/
- assert((vao->NewArrays | ~vao->_Enabled) & VERT_BIT(attr));
+ assert((vao->NewArrays | ~vao->Enabled) & VERT_BIT(attr));
vao->VertexAttrib[attr].Ptr = ADD_POINTERS(buffer_offset, offset);
}
return false;
/* If the enabled arrays are not the same we are not equal. */
- if (vao_enabled != vao->_Enabled)
+ if (vao_enabled != vao->Enabled)
return false;
/* Check the buffer binding at 0 */
_mesa_vertex_attrib_binding(ctx, *vao, vao_attr, 0);
_mesa_enable_vertex_array_attrib(ctx, *vao, vao_attr);
}
- assert(vao_enabled == (*vao)->_Enabled);
+ assert(vao_enabled == (*vao)->Enabled);
assert((vao_enabled & ~(*vao)->VertexAttribBufferMask) == 0);
/* Finalize and freeze the VAO */
{
struct vbo_context *vbo = vbo_context(ctx);
- mask &= vao->_Enabled;
+ mask &= vao->Enabled;
while (mask) {
const int i = u_bit_scan(&mask);
const struct gl_array_attributes *attrib = &vao->VertexAttrib[i];
* the NV attributes entrypoints:
*/
const struct gl_vertex_array_object *vao = node->VAO[VP_MODE_FF];
- GLbitfield mask = vao->_Enabled & VERT_BIT_MAT_ALL;
+ GLbitfield mask = vao->Enabled & VERT_BIT_MAT_ALL;
while (mask) {
const int i = u_bit_scan(&mask);
append_attr(&nr, la, i, VBO_MATERIAL_SHIFT, vao);
}
vao = node->VAO[VP_MODE_SHADER];
- mask = vao->_Enabled & ~(VERT_BIT_POS | VERT_BIT_GENERIC0);
+ mask = vao->Enabled & ~(VERT_BIT_POS | VERT_BIT_GENERIC0);
while (mask) {
const int i = u_bit_scan(&mask);
append_attr(&nr, la, i, 0, vao);
}
/* The last in the list should be the vertex provoking attribute */
- if (vao->_Enabled & VERT_BIT_GENERIC0) {
+ if (vao->Enabled & VERT_BIT_GENERIC0) {
append_attr(&nr, la, VERT_ATTRIB_GENERIC0, 0, vao);
- } else if (vao->_Enabled & VERT_BIT_POS) {
+ } else if (vao->Enabled & VERT_BIT_POS) {
append_attr(&nr, la, VERT_ATTRIB_POS, 0, vao);
}