GLuint VBO;
if (*VAO == 0) {
+ struct gl_vertex_array_object *array_obj;
assert(*buf_obj == NULL);
/* create vertex array object */
_mesa_GenVertexArrays(1, VAO);
_mesa_BindVertexArray(*VAO);
+ array_obj = _mesa_lookup_vao(ctx, *VAO);
+ assert(array_obj != NULL);
+
/* create vertex array buffer */
_mesa_CreateBuffers(1, &VBO);
*buf_obj = _mesa_lookup_bufferobj(ctx, VBO);
assert(*buf_obj != NULL && (*buf_obj)->Name == VBO);
assert(*buf_obj != ctx->Array.ArrayBufferObj);
- _mesa_NamedBufferData(VBO, 4 * sizeof(struct vertex), NULL,
- GL_DYNAMIC_DRAW);
+ _mesa_buffer_data(ctx, *buf_obj, GL_NONE, 4 * sizeof(struct vertex), NULL,
+ GL_DYNAMIC_DRAW, __func__);
assert((*buf_obj)->Size == 4 * sizeof(struct vertex));
if (use_generic_attributes) {
assert(color_size == 0);
- _mesa_VertexArrayAttribFormat(*VAO, 0, vertex_size, GL_FLOAT,
- GL_FALSE, OFFSET(x));
- _mesa_VertexArrayVertexBuffer(*VAO, 0, VBO, 0,
- sizeof(struct vertex));
- _mesa_EnableVertexAttribArray(0);
-
+ _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
+ vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
+ GL_FALSE, GL_FALSE,
+ offsetof(struct vertex, x), true);
+ _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
+ *buf_obj, 0, sizeof(struct vertex));
+ _mesa_enable_vertex_array_attrib(ctx, array_obj,
+ VERT_ATTRIB_GENERIC(0));
if (texcoord_size > 0) {
- _mesa_VertexArrayAttribFormat(*VAO, 1, texcoord_size, GL_FLOAT,
- GL_FALSE, OFFSET(tex));
- _mesa_VertexArrayVertexBuffer(*VAO, 1, VBO, 0,
- sizeof(struct vertex));
- _mesa_EnableVertexAttribArray(1);
+ _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
+ texcoord_size, GL_FLOAT, GL_RGBA,
+ GL_FALSE, GL_FALSE, GL_FALSE,
+ offsetof(struct vertex, tex), false);
+ _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
+ *buf_obj, 0, sizeof(struct vertex));
+ _mesa_enable_vertex_array_attrib(ctx, array_obj,
+ VERT_ATTRIB_GENERIC(1));
}
} else {
- _mesa_BindBuffer(GL_ARRAY_BUFFER, VBO);
- _mesa_VertexPointer(vertex_size, GL_FLOAT, sizeof(struct vertex),
- OFFSET(x));
- _mesa_EnableClientState(GL_VERTEX_ARRAY);
+ _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
+ vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
+ GL_FALSE, GL_FALSE,
+ offsetof(struct vertex, x), true);
+ _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
+ *buf_obj, 0, sizeof(struct vertex));
+ _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
if (texcoord_size > 0) {
- _mesa_TexCoordPointer(texcoord_size, GL_FLOAT,
- sizeof(struct vertex), OFFSET(tex));
- _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
+ _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(0),
+ vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
+ GL_FALSE, GL_FALSE,
+ offsetof(struct vertex, tex), false);
+ _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(0),
+ *buf_obj, 0, sizeof(struct vertex));
+ _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(0));
}
if (color_size > 0) {
- _mesa_ColorPointer(color_size, GL_FLOAT,
- sizeof(struct vertex), OFFSET(r));
- _mesa_EnableClientState(GL_COLOR_ARRAY);
- }
-
- /* Restore the old VBO. This is done because we don't want the new VBO
- * to be bound on exit. It would be nicer to use DSA type functions,
- * but there are no DSA functions to bind a VBO to a VAO for
- * fixed-function vertex attributes.
- */
- {
- struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
- _mesa_BindBuffer(GL_ARRAY_BUFFER, save->ArrayBufferObj->Name);
+ _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_COLOR0,
+ vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
+ GL_FALSE, GL_FALSE,
+ offsetof(struct vertex, r), false);
+ _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_COLOR0,
+ *buf_obj, 0, sizeof(struct vertex));
+ _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_COLOR0);
}
}
} else {