{
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_exec_context *exec = &vbo->exec;
+ struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
int i;
printf("vbo_exec_DrawArrays(mode 0x%x, start %d, count %d):\n",
exec->array.inputs[i]->Size,
stride,
/*exec->array.inputs[i]->Enabled,*/
- exec->array.legacy_array[i]->Enabled,
+ arrayObj->VertexAttrib[VERT_ATTRIB_FF(i)].Enabled,
exec->array.inputs[i]->Ptr,
bufName);
}
-/**
- * Bind the VBO executor to the current vertex array object prior
- * to drawing.
- *
- * Just translate the arrayobj into a sane layout.
- */
-static void
-bind_array_obj(struct gl_context *ctx)
-{
- struct vbo_context *vbo = vbo_context(ctx);
- struct vbo_exec_context *exec = &vbo->exec;
- struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
- GLuint i;
-
- for (i = 0; i < VERT_ATTRIB_FF_MAX; i++)
- exec->array.legacy_array[i] = &arrayObj->VertexAttrib[VERT_ATTRIB_FF(i)];
-
- for (i = 0; i < VERT_ATTRIB_GENERIC_MAX; i++) {
- assert(i < Elements(exec->array.generic_array));
- exec->array.generic_array[i] = &arrayObj->VertexAttrib[VERT_ATTRIB_GENERIC(i)];
- }
-}
-
-
/**
* Set the vbo->exec->inputs[] pointers to point to the enabled
* vertex arrays. This depends on the current vertex program/shader
{
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_exec_context *exec = &vbo->exec;
+ struct gl_client_array *vertexAttrib = ctx->Array.ArrayObj->VertexAttrib;
const struct gl_client_array **inputs = &exec->array.inputs[0];
GLbitfield64 const_inputs = 0x0;
GLuint i;
* are available as per-vertex attributes.
*/
for (i = 0; i < VERT_ATTRIB_FF_MAX; i++) {
- if (exec->array.legacy_array[i]->Enabled)
- inputs[i] = exec->array.legacy_array[i];
+ if (vertexAttrib[VERT_ATTRIB_FF(i)].Enabled)
+ inputs[i] = &vertexAttrib[VERT_ATTRIB_FF(i)];
else {
inputs[i] = &vbo->legacy_currval[i];
const_inputs |= VERT_BIT(i);
*/
for (i = 0; i < VERT_ATTRIB_FF_MAX; i++) {
if (i < VERT_ATTRIB_GENERIC_MAX
- && exec->array.generic_array[i]->Enabled)
- inputs[i] = exec->array.generic_array[i];
- else if (exec->array.legacy_array[i]->Enabled)
- inputs[i] = exec->array.legacy_array[i];
+ && vertexAttrib[VERT_ATTRIB_GENERIC(i)].Enabled)
+ inputs[i] = &vertexAttrib[VERT_ATTRIB_GENERIC(i)];
+ else if (vertexAttrib[VERT_ATTRIB_FF(i)].Enabled)
+ inputs[i] = &vertexAttrib[VERT_ATTRIB_FF(i)];
else {
inputs[i] = &vbo->legacy_currval[i];
const_inputs |= VERT_BIT_FF(i);
* generic attributes in the generic slots and materials are not
* available as per-vertex attributes.
*/
- if (exec->array.generic_array[0]->Enabled)
- inputs[0] = exec->array.generic_array[0];
- else if (exec->array.legacy_array[0]->Enabled)
- inputs[0] = exec->array.legacy_array[0];
+ if (vertexAttrib[VERT_ATTRIB_GENERIC0].Enabled)
+ inputs[0] = &vertexAttrib[VERT_ATTRIB_GENERIC0];
+ else if (vertexAttrib[VERT_ATTRIB_POS].Enabled)
+ inputs[0] = &vertexAttrib[VERT_ATTRIB_POS];
else {
inputs[0] = &vbo->legacy_currval[0];
const_inputs |= VERT_BIT_POS;
}
for (i = 1; i < VERT_ATTRIB_FF_MAX; i++) {
- if (exec->array.legacy_array[i]->Enabled)
- inputs[i] = exec->array.legacy_array[i];
+ if (vertexAttrib[VERT_ATTRIB_FF(i)].Enabled)
+ inputs[i] = &vertexAttrib[VERT_ATTRIB_FF(i)];
else {
inputs[i] = &vbo->legacy_currval[i];
const_inputs |= VERT_BIT_FF(i);
}
for (i = 1; i < VERT_ATTRIB_GENERIC_MAX; i++) {
- if (exec->array.generic_array[i]->Enabled)
- inputs[VERT_ATTRIB_GENERIC(i)] = exec->array.generic_array[i];
+ if (vertexAttrib[VERT_ATTRIB_GENERIC(i)].Enabled)
+ inputs[VERT_ATTRIB_GENERIC(i)] = &vertexAttrib[VERT_ATTRIB_GENERIC(i)];
else {
inputs[VERT_ATTRIB_GENERIC(i)] = &vbo->generic_currval[i];
const_inputs |= VERT_BIT_GENERIC(i);
return;
}
- bind_array_obj(ctx);
recalculate_input_bindings(ctx);
ctx->Array.RebindArrays = GL_FALSE;
}