};
-GLboolean
-_ae_create_context(struct gl_context *ctx)
+/*
+ * Return VertexAttrib*NV function pointer matching the provided vertex format.
+ */
+static inline attrib_func
+func_nv(const struct gl_vertex_format *vformat)
{
- if (ctx->aelt_context)
- return GL_TRUE;
-
- ctx->aelt_context = calloc(1, sizeof(AEcontext));
- if (!ctx->aelt_context)
- return GL_FALSE;
-
- AE_CONTEXT(ctx)->dirty_state = true;
- return GL_TRUE;
+ return AttribFuncsNV[vformat->Normalized][vformat->Size-1]
+ [TYPE_IDX(vformat->Type)];
}
-void
-_ae_destroy_context(struct gl_context *ctx)
+/*
+ * Return VertexAttrib*ARB function pointer matching the provided vertex format.
+ */
+static inline attrib_func
+func_arb(const struct gl_vertex_format *vformat)
{
- if (AE_CONTEXT(ctx)) {
- free(ctx->aelt_context);
- ctx->aelt_context = NULL;
- }
+ return AttribFuncsARB[vertex_format_to_index(vformat)][vformat->Size-1]
+ [TYPE_IDX(vformat->Type)];
}
-/**
- * Make a list of per-vertex functions to call for each glArrayElement call.
- * These functions access the array data (i.e. glVertex, glColor, glNormal,
- * etc).
- * Note: this may be called during display list construction.
+/*
+ * Return the address of the array attribute array at elt in the
+ * vertex array object vao.
*/
-static void
-_ae_update_state(struct gl_context *ctx)
+static inline const void *
+attrib_src(const struct gl_vertex_array_object *vao,
+ const struct gl_array_attributes *array, GLint elt)
{
- AEcontext *actx = AE_CONTEXT(ctx);
- AEarray *aa = actx->arrays; /* non-indexed arrays (ex: glNormal) */
- AEattrib *at = actx->attribs; /* indexed arrays (ex: glMultiTexCoord) */
- GLuint i;
- struct gl_vertex_array_object *vao = ctx->Array.VAO;
-
- /* conventional vertex arrays */
- for (i = 1; i < VERT_ATTRIB_FF_MAX; i++) { /* skip zero! */
- if (vao->Enabled & VERT_BIT_FF(i)) {
- struct gl_array_attributes *attribArray =
- &vao->VertexAttrib[VERT_ATTRIB_FF(i)];
- /* NOTE: we use generic glVertexAttribNV functions here.
- * If we ever remove GL_NV_vertex_program this will have to change.
- */
- at->array = attribArray;
- at->binding = &vao->BufferBinding[attribArray->BufferBindingIndex];
- assert(!at->array->Format.Normalized);
- at->func = AttribFuncsNV[at->array->Format.Normalized]
- [at->array->Format.Size-1]
- [TYPE_IDX(at->array->Format.Type)];
- at->index = VERT_ATTRIB_FF(i);
- at++;
- }
- }
-
- /* generic vertex attribute arrays */
- for (i = 1; i < VERT_ATTRIB_GENERIC_MAX; i++) { /* skip zero! */
- if (vao->Enabled & VERT_BIT_GENERIC(i)) {
- struct gl_array_attributes *attribArray =
- &vao->VertexAttrib[VERT_ATTRIB_GENERIC(i)];
- at->array = attribArray;
- at->binding = &vao->BufferBinding[attribArray->BufferBindingIndex];
- /* Note: we can't grab the _glapi_Dispatch->VertexAttrib1fvNV
- * function pointer here (for float arrays) since the pointer may
- * change from one execution of _ae_ArrayElement() to
- * the next. Doing so caused UT to break.
- */
- at->func = AttribFuncsARB[vertex_format_to_index(&at->array->Format)]
- [at->array->Format.Size-1]
- [TYPE_IDX(at->array->Format.Type)];
-
- at->index = i;
- at++;
- }
- }
-
- /* finally, vertex position */
- if (vao->Enabled & VERT_BIT_GENERIC0) {
- struct gl_array_attributes *attribArray =
- &vao->VertexAttrib[VERT_ATTRIB_GENERIC0];
- /* Use glVertex(v) instead of glVertexAttrib(0, v) to be sure it's
- * issued as the last (provoking) attribute).
- */
- at->array = attribArray;
- at->binding = &vao->BufferBinding[attribArray->BufferBindingIndex];
- /* Note: we can't grab the _glapi_Dispatch->VertexAttrib1fvNV
- * function pointer here (for float arrays) since the pointer may
- * change from one execution of _ae_ArrayElement() to
- * the next. Doing so caused UT to break.
- */
- at->func = AttribFuncsNV[at->array->Format.Normalized]
- [at->array->Format.Size-1]
- [TYPE_IDX(at->array->Format.Type)];
-
- at->index = 0;
- at++;
- }
- else if (vao->Enabled & VERT_BIT_POS) {
- struct gl_array_attributes *attribArray =
- &vao->VertexAttrib[VERT_ATTRIB_POS];
- at->array = attribArray;
- at->binding = &vao->BufferBinding[attribArray->BufferBindingIndex];
- at->func = AttribFuncsNV[at->array->Format.Normalized]
- [at->array->Format.Size-1]
- [TYPE_IDX(at->array->Format.Type)];
- at->index = 0;
- at++;
- }
-
- assert(at - actx->attribs <= VERT_ATTRIB_MAX);
- assert(aa - actx->arrays < 32);
- at->func = NULL; /* terminate the list */
- aa->offset = -1; /* terminate the list */
-
- actx->dirty_state = false;
+ const struct gl_vertex_buffer_binding *binding =
+ &vao->BufferBinding[array->BufferBindingIndex];
+ const GLubyte *src
+ = ADD_POINTERS(binding->BufferObj->Mappings[MAP_INTERNAL].Pointer,
+ _mesa_vertex_attrib_address(array, binding))
+ + elt * binding->Stride;
+ return src;
}
_mesa_array_element(struct gl_context *ctx,
struct _glapi_table *disp, GLint elt)
{
- const AEcontext *actx = AE_CONTEXT(ctx);
+ const struct gl_vertex_array_object *vao = ctx->Array.VAO;
+ GLbitfield mask;
- if (actx->dirty_state)
- _ae_update_state(ctx);
+ /* emit conventional arrays elements */
+ mask = (VERT_BIT_FF_ALL & ~VERT_BIT_POS) & vao->Enabled;
+ while (mask) {
+ const gl_vert_attrib attrib = u_bit_scan(&mask);
+ const struct gl_array_attributes *array = &vao->VertexAttrib[attrib];
+ const void *src = attrib_src(vao, array, elt);
+ func_nv(&array->Format)(attrib, src);
+ }
/* emit generic attribute elements */
- for (const AEattrib *at = actx->attribs; at->func; at++) {
- const GLubyte *src
- = ADD_POINTERS(at->binding->BufferObj->Mappings[MAP_INTERNAL].Pointer,
- _mesa_vertex_attrib_address(at->array, at->binding))
- + elt * at->binding->Stride;
- at->func(at->index, src);
+ mask = (VERT_BIT_GENERIC_ALL & ~VERT_BIT_GENERIC0) & vao->Enabled;
+ while (mask) {
+ const gl_vert_attrib attrib = u_bit_scan(&mask);
+ const struct gl_array_attributes *array = &vao->VertexAttrib[attrib];
+ const void *src = attrib_src(vao, array, elt);
+ func_arb(&array->Format)(attrib - VERT_ATTRIB_GENERIC0, src);
}
- /* emit conventional arrays elements */
- for (const AEarray *aa = actx->arrays; aa->offset != -1 ; aa++) {
- const GLubyte *src
- = ADD_POINTERS(aa->binding->BufferObj->Mappings[MAP_INTERNAL].Pointer,
- _mesa_vertex_attrib_address(aa->array, aa->binding))
- + elt * aa->binding->Stride;
- CALL_by_offset(disp, (array_func), aa->offset, ((const void *) src));
- }
+ /* finally, vertex position */
+ if (vao->Enabled & VERT_BIT_GENERIC0) {
+ const gl_vert_attrib attrib = VERT_ATTRIB_GENERIC0;
+ const struct gl_array_attributes *array = &vao->VertexAttrib[attrib];
+ const void *src = attrib_src(vao, array, elt);
+ /* Use glVertex(v) instead of glVertexAttrib(0, v) to be sure it's
+ * issued as the last (provoking) attribute).
+ */
+ func_nv(&array->Format)(0, src);
+ } else if (vao->Enabled & VERT_BIT_POS) {
+ const gl_vert_attrib attrib = VERT_ATTRIB_POS;
+ const struct gl_array_attributes *array = &vao->VertexAttrib[attrib];
+ const void *src = attrib_src(vao, array, elt);
+ func_nv(&array->Format)(0, src);
+ }
}