/*
* Mesa 3-D graphics library
- * Version: 6.1
+ * Version: 5.1
*
- * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
#include "macros.h"
#include "mtypes.h"
-typedef void (GLAPIENTRY *array_func)( const void * );
+
+typedef void (GLAPIENTRY *texarray_func)( GLenum, const void * );
typedef struct {
- const struct gl_client_array *array;
- array_func func;
-} AEarray;
+ GLint unit;
+ struct gl_client_array *array;
+ texarray_func func;
+} AEtexarray;
-typedef void (GLAPIENTRY *attrib_func)( GLuint indx, const void *data );
+typedef void (GLAPIENTRY *array_func)( const void * );
typedef struct {
- const struct gl_client_array *array;
- attrib_func func;
- GLuint index;
-} AEattrib;
+ struct gl_client_array *array;
+ array_func func;
+} AEarray;
typedef struct {
+ AEtexarray texarrays[MAX_TEXTURE_COORD_UNITS + 1];
AEarray arrays[32];
- AEattrib attribs[VERT_ATTRIB_MAX + 1];
GLuint NewState;
} AEcontext;
#define AE_CONTEXT(ctx) ((AEcontext *)(ctx)->aelt_context)
-
-/*
- * Convert GL_BYTE, GL_UNSIGNED_BYTE, .. GL_DOUBLE into an integer
- * in the range [0, 7]. Luckily these type tokens are sequentially
- * numbered in gl.h
- */
#define TYPE_IDX(t) ((t) & 0xf)
-
static void (GLAPIENTRY *colorfuncs[2][8])( const void * ) = {
{ (array_func)glColor3bv,
(array_func)glColor3ubv,
(array_func)glVertex4dv }
};
+
+static void (GLAPIENTRY *multitexfuncs[4][8])( GLenum, const void * ) = {
+ { 0,
+ 0,
+ (texarray_func)glMultiTexCoord1svARB,
+ 0,
+ (texarray_func)glMultiTexCoord1ivARB,
+ 0,
+ (texarray_func)glMultiTexCoord1fvARB,
+ (texarray_func)glMultiTexCoord1dvARB },
+
+ { 0,
+ 0,
+ (texarray_func)glMultiTexCoord2svARB,
+ 0,
+ (texarray_func)glMultiTexCoord2ivARB,
+ 0,
+ (texarray_func)glMultiTexCoord2fvARB,
+ (texarray_func)glMultiTexCoord2dvARB },
+
+ { 0,
+ 0,
+ (texarray_func)glMultiTexCoord3svARB,
+ 0,
+ (texarray_func)glMultiTexCoord3ivARB,
+ 0,
+ (texarray_func)glMultiTexCoord3fvARB,
+ (texarray_func)glMultiTexCoord3dvARB },
+
+ { 0,
+ 0,
+ (texarray_func)glMultiTexCoord4svARB,
+ 0,
+ (texarray_func)glMultiTexCoord4ivARB,
+ 0,
+ (texarray_func)glMultiTexCoord4fvARB,
+ (texarray_func)glMultiTexCoord4dvARB }
+};
+
static void (GLAPIENTRY *indexfuncs[8])( const void * ) = {
0,
(array_func)glIndexubv,
(array_func)glIndexdv
};
+
static void (GLAPIENTRY *normalfuncs[8])( const void * ) = {
(array_func)glNormal3bv,
0,
};
-/**********************************************************************/
-
-/* GL_BYTE attributes */
-
-static void VertexAttrib1Nbv(GLuint index, const GLbyte *v)
-{
- _glapi_Dispatch->VertexAttrib1fNV(index, BYTE_TO_FLOAT(v[0]));
-}
-
-static void VertexAttrib1bv(GLuint index, const GLbyte *v)
-{
- _glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
-}
-
-static void VertexAttrib2Nbv(GLuint index, const GLbyte *v)
-{
- _glapi_Dispatch->VertexAttrib2fNV(index, BYTE_TO_FLOAT(v[0]),
- BYTE_TO_FLOAT(v[1]));
-}
-
-static void VertexAttrib2bv(GLuint index, const GLbyte *v)
-{
- _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
-}
-
-static void VertexAttrib3Nbv(GLuint index, const GLbyte *v)
-{
- _glapi_Dispatch->VertexAttrib3fNV(index, BYTE_TO_FLOAT(v[0]),
- BYTE_TO_FLOAT(v[1]),
- BYTE_TO_FLOAT(v[2]));
-}
-
-static void VertexAttrib3bv(GLuint index, const GLbyte *v)
-{
- _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
-}
-
-static void VertexAttrib4Nbv(GLuint index, const GLbyte *v)
-{
- _glapi_Dispatch->VertexAttrib4fNV(index, BYTE_TO_FLOAT(v[0]),
- BYTE_TO_FLOAT(v[1]),
- BYTE_TO_FLOAT(v[2]),
- BYTE_TO_FLOAT(v[3]));
-}
-
-static void VertexAttrib4bv(GLuint index, const GLbyte *v)
-{
- _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
-}
-
-/* GL_UNSIGNED_BYTE attributes */
-
-static void VertexAttrib1Nubv(GLuint index, const GLubyte *v)
-{
- _glapi_Dispatch->VertexAttrib1fNV(index, UBYTE_TO_FLOAT(v[0]));
-}
-
-static void VertexAttrib1ubv(GLuint index, const GLubyte *v)
-{
- _glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
-}
-
-static void VertexAttrib2Nubv(GLuint index, const GLubyte *v)
-{
- _glapi_Dispatch->VertexAttrib2fNV(index, UBYTE_TO_FLOAT(v[0]),
- UBYTE_TO_FLOAT(v[1]));
-}
-
-static void VertexAttrib2ubv(GLuint index, const GLubyte *v)
-{
- _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
-}
-
-static void VertexAttrib3Nubv(GLuint index, const GLubyte *v)
-{
- _glapi_Dispatch->VertexAttrib3fNV(index, UBYTE_TO_FLOAT(v[0]),
- UBYTE_TO_FLOAT(v[1]),
- UBYTE_TO_FLOAT(v[2]));
-}
-static void VertexAttrib3ubv(GLuint index, const GLubyte *v)
-{
- _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
-}
-
-static void VertexAttrib4Nubv(GLuint index, const GLubyte *v)
-{
- _glapi_Dispatch->VertexAttrib4fNV(index, UBYTE_TO_FLOAT(v[0]),
- UBYTE_TO_FLOAT(v[1]),
- UBYTE_TO_FLOAT(v[2]),
- UBYTE_TO_FLOAT(v[3]));
-}
-
-static void VertexAttrib4ubv(GLuint index, const GLubyte *v)
-{
- _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
-}
-
-/* GL_SHORT attributes */
-
-static void VertexAttrib1Nsv(GLuint index, const GLshort *v)
-{
- _glapi_Dispatch->VertexAttrib1fNV(index, SHORT_TO_FLOAT(v[0]));
-}
-
-static void VertexAttrib1sv(GLuint index, const GLshort *v)
-{
- _glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
-}
-
-static void VertexAttrib2Nsv(GLuint index, const GLshort *v)
-{
- _glapi_Dispatch->VertexAttrib2fNV(index, SHORT_TO_FLOAT(v[0]),
- SHORT_TO_FLOAT(v[1]));
-}
-
-static void VertexAttrib2sv(GLuint index, const GLshort *v)
-{
- _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
-}
-
-static void VertexAttrib3Nsv(GLuint index, const GLshort *v)
-{
- _glapi_Dispatch->VertexAttrib3fNV(index, SHORT_TO_FLOAT(v[0]),
- SHORT_TO_FLOAT(v[1]),
- SHORT_TO_FLOAT(v[2]));
-}
-
-static void VertexAttrib3sv(GLuint index, const GLshort *v)
-{
- _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
-}
-
-static void VertexAttrib4Nsv(GLuint index, const GLshort *v)
-{
- _glapi_Dispatch->VertexAttrib4fNV(index, SHORT_TO_FLOAT(v[0]),
- SHORT_TO_FLOAT(v[1]),
- SHORT_TO_FLOAT(v[2]),
- SHORT_TO_FLOAT(v[3]));
-}
-
-static void VertexAttrib4sv(GLuint index, const GLshort *v)
-{
- _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
-}
-
-/* GL_UNSIGNED_SHORT attributes */
-
-static void VertexAttrib1Nusv(GLuint index, const GLushort *v)
-{
- _glapi_Dispatch->VertexAttrib1fNV(index, USHORT_TO_FLOAT(v[0]));
-}
-
-static void VertexAttrib1usv(GLuint index, const GLushort *v)
-{
- _glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
-}
-
-static void VertexAttrib2Nusv(GLuint index, const GLushort *v)
-{
- _glapi_Dispatch->VertexAttrib2fNV(index, USHORT_TO_FLOAT(v[0]),
- USHORT_TO_FLOAT(v[1]));
-}
-
-static void VertexAttrib2usv(GLuint index, const GLushort *v)
-{
- _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
-}
-
-static void VertexAttrib3Nusv(GLuint index, const GLushort *v)
-{
- _glapi_Dispatch->VertexAttrib3fNV(index, USHORT_TO_FLOAT(v[0]),
- USHORT_TO_FLOAT(v[1]),
- USHORT_TO_FLOAT(v[2]));
-}
-
-static void VertexAttrib3usv(GLuint index, const GLushort *v)
-{
- _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
-}
-
-static void VertexAttrib4Nusv(GLuint index, const GLushort *v)
-{
- _glapi_Dispatch->VertexAttrib4fNV(index, USHORT_TO_FLOAT(v[0]),
- USHORT_TO_FLOAT(v[1]),
- USHORT_TO_FLOAT(v[2]),
- USHORT_TO_FLOAT(v[3]));
-}
-
-static void VertexAttrib4usv(GLuint index, const GLushort *v)
-{
- _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
-}
-
-/* GL_INT attributes */
-
-static void VertexAttrib1Niv(GLuint index, const GLint *v)
-{
- _glapi_Dispatch->VertexAttrib1fNV(index, INT_TO_FLOAT(v[0]));
-}
-
-static void VertexAttrib1iv(GLuint index, const GLint *v)
-{
- _glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
-}
-
-static void VertexAttrib2Niv(GLuint index, const GLint *v)
-{
- _glapi_Dispatch->VertexAttrib2fNV(index, INT_TO_FLOAT(v[0]),
- INT_TO_FLOAT(v[1]));
-}
-
-static void VertexAttrib2iv(GLuint index, const GLint *v)
-{
- _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
-}
-
-static void VertexAttrib3Niv(GLuint index, const GLint *v)
-{
- _glapi_Dispatch->VertexAttrib3fNV(index, INT_TO_FLOAT(v[0]),
- INT_TO_FLOAT(v[1]),
- INT_TO_FLOAT(v[2]));
-}
-
-static void VertexAttrib3iv(GLuint index, const GLint *v)
-{
- _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
-}
-
-static void VertexAttrib4Niv(GLuint index, const GLint *v)
-{
- _glapi_Dispatch->VertexAttrib4fNV(index, INT_TO_FLOAT(v[0]),
- INT_TO_FLOAT(v[1]),
- INT_TO_FLOAT(v[2]),
- INT_TO_FLOAT(v[3]));
-}
-
-static void VertexAttrib4iv(GLuint index, const GLint *v)
-{
- _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
-}
-
-/* GL_UNSIGNED_INT attributes */
-
-static void VertexAttrib1Nuiv(GLuint index, const GLuint *v)
-{
- _glapi_Dispatch->VertexAttrib1fNV(index, UINT_TO_FLOAT(v[0]));
-}
-
-static void VertexAttrib1uiv(GLuint index, const GLuint *v)
-{
- _glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
-}
-
-static void VertexAttrib2Nuiv(GLuint index, const GLuint *v)
-{
- _glapi_Dispatch->VertexAttrib2fNV(index, UINT_TO_FLOAT(v[0]),
- UINT_TO_FLOAT(v[1]));
-}
-
-static void VertexAttrib2uiv(GLuint index, const GLuint *v)
-{
- _glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
-}
-
-static void VertexAttrib3Nuiv(GLuint index, const GLuint *v)
-{
- _glapi_Dispatch->VertexAttrib3fNV(index, UINT_TO_FLOAT(v[0]),
- UINT_TO_FLOAT(v[1]),
- UINT_TO_FLOAT(v[2]));
-}
-
-static void VertexAttrib3uiv(GLuint index, const GLuint *v)
-{
- _glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
-}
-
-static void VertexAttrib4Nuiv(GLuint index, const GLuint *v)
-{
- _glapi_Dispatch->VertexAttrib4fNV(index, UINT_TO_FLOAT(v[0]),
- UINT_TO_FLOAT(v[1]),
- UINT_TO_FLOAT(v[2]),
- UINT_TO_FLOAT(v[3]));
-}
-
-static void VertexAttrib4uiv(GLuint index, const GLuint *v)
-{
- _glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
-}
-
-/* GL_FLOAT attributes */
-
-static void VertexAttrib1fv(GLuint index, const GLfloat *v)
-{
- _glapi_Dispatch->VertexAttrib1fvNV(index, v);
-}
-
-static void VertexAttrib2fv(GLuint index, const GLfloat *v)
-{
- _glapi_Dispatch->VertexAttrib2fvNV(index, v);
-}
-
-static void VertexAttrib3fv(GLuint index, const GLfloat *v)
-{
- _glapi_Dispatch->VertexAttrib3fvNV(index, v);
-}
-
-static void VertexAttrib4fv(GLuint index, const GLfloat *v)
-{
- _glapi_Dispatch->VertexAttrib4fvNV(index, v);
-}
-
-/* GL_DOUBLE attributes */
-
-static void VertexAttrib1dv(GLuint index, const GLdouble *v)
-{
- _glapi_Dispatch->VertexAttrib1dvNV(index, v);
-}
-
-static void VertexAttrib2dv(GLuint index, const GLdouble *v)
-{
- _glapi_Dispatch->VertexAttrib2dvNV(index, v);
-}
-
-static void VertexAttrib3dv(GLuint index, const GLdouble *v)
-{
- _glapi_Dispatch->VertexAttrib3dvNV(index, v);
-}
-
-static void VertexAttrib4dv(GLuint index, const GLdouble *v)
-{
- _glapi_Dispatch->VertexAttrib4dvNV(index, v);
-}
-
-
-/*
- * Array [size][type] of VertexAttrib functions
- */
-static void (GLAPIENTRY *attribfuncs[2][4][8])( GLuint, const void * ) = {
- {
- /* non-normalized */
- {
- /* size 1 */
- (attrib_func) VertexAttrib1bv,
- (attrib_func) VertexAttrib1ubv,
- (attrib_func) VertexAttrib1sv,
- (attrib_func) VertexAttrib1usv,
- (attrib_func) VertexAttrib1iv,
- (attrib_func) VertexAttrib1uiv,
- (attrib_func) VertexAttrib1fv,
- (attrib_func) VertexAttrib1dv
- },
- {
- /* size 2 */
- (attrib_func) VertexAttrib2bv,
- (attrib_func) VertexAttrib2ubv,
- (attrib_func) VertexAttrib2sv,
- (attrib_func) VertexAttrib2usv,
- (attrib_func) VertexAttrib2iv,
- (attrib_func) VertexAttrib2uiv,
- (attrib_func) VertexAttrib2fv,
- (attrib_func) VertexAttrib2dv
- },
- {
- /* size 3 */
- (attrib_func) VertexAttrib3bv,
- (attrib_func) VertexAttrib3ubv,
- (attrib_func) VertexAttrib3sv,
- (attrib_func) VertexAttrib3usv,
- (attrib_func) VertexAttrib3iv,
- (attrib_func) VertexAttrib3uiv,
- (attrib_func) VertexAttrib3fv,
- (attrib_func) VertexAttrib3dv
- },
- {
- /* size 4 */
- (attrib_func) VertexAttrib4bv,
- (attrib_func) VertexAttrib4ubv,
- (attrib_func) VertexAttrib4sv,
- (attrib_func) VertexAttrib4usv,
- (attrib_func) VertexAttrib4iv,
- (attrib_func) VertexAttrib4uiv,
- (attrib_func) VertexAttrib4fv,
- (attrib_func) VertexAttrib4dv
- }
- },
- {
- /* normalized (except for float/double) */
- {
- /* size 1 */
- (attrib_func) VertexAttrib1Nbv,
- (attrib_func) VertexAttrib1Nubv,
- (attrib_func) VertexAttrib1Nsv,
- (attrib_func) VertexAttrib1Nusv,
- (attrib_func) VertexAttrib1Niv,
- (attrib_func) VertexAttrib1Nuiv,
- (attrib_func) VertexAttrib1fv,
- (attrib_func) VertexAttrib1dv
- },
- {
- /* size 2 */
- (attrib_func) VertexAttrib2Nbv,
- (attrib_func) VertexAttrib2Nubv,
- (attrib_func) VertexAttrib2Nsv,
- (attrib_func) VertexAttrib2Nusv,
- (attrib_func) VertexAttrib2Niv,
- (attrib_func) VertexAttrib2Nuiv,
- (attrib_func) VertexAttrib2fv,
- (attrib_func) VertexAttrib2dv
- },
- {
- /* size 3 */
- (attrib_func) VertexAttrib3Nbv,
- (attrib_func) VertexAttrib3Nubv,
- (attrib_func) VertexAttrib3Nsv,
- (attrib_func) VertexAttrib3Nusv,
- (attrib_func) VertexAttrib3Niv,
- (attrib_func) VertexAttrib3Nuiv,
- (attrib_func) VertexAttrib3fv,
- (attrib_func) VertexAttrib3dv
- },
- {
- /* size 4 */
- (attrib_func) VertexAttrib4Nbv,
- (attrib_func) VertexAttrib4Nubv,
- (attrib_func) VertexAttrib4Nsv,
- (attrib_func) VertexAttrib4Nusv,
- (attrib_func) VertexAttrib4Niv,
- (attrib_func) VertexAttrib4Nuiv,
- (attrib_func) VertexAttrib4fv,
- (attrib_func) VertexAttrib4dv
- }
- }
-};
-
-/**********************************************************************/
-
GLboolean _ae_create_context( GLcontext *ctx )
{
}
-/**
- * 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);
- */
static void _ae_update_state( GLcontext *ctx )
{
AEcontext *actx = AE_CONTEXT(ctx);
+ AEtexarray *ta = actx->texarrays;
AEarray *aa = actx->arrays;
- AEattrib *at = actx->attribs;
GLuint i;
- /* yuck, no generic array to correspond to color index or edge flag */
+ for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++)
+ if (ctx->Array.TexCoord[i].Enabled) {
+ ta->unit = i;
+ ta->array = &ctx->Array.TexCoord[i];
+ ta->func = multitexfuncs[ta->array->Size-1][TYPE_IDX(ta->array->Type)];
+ ta++;
+ }
+
+ ta->func = 0;
+
+ if (ctx->Array.Color.Enabled) {
+ aa->array = &ctx->Array.Color;
+ aa->func = colorfuncs[aa->array->Size-3][TYPE_IDX(aa->array->Type)];
+ aa++;
+ }
+
+ if (ctx->Array.Normal.Enabled) {
+ aa->array = &ctx->Array.Normal;
+ aa->func = normalfuncs[TYPE_IDX(aa->array->Type)];
+ aa++;
+ }
+
if (ctx->Array.Index.Enabled) {
aa->array = &ctx->Array.Index;
aa->func = indexfuncs[TYPE_IDX(aa->array->Type)];
aa++;
}
+
if (ctx->Array.EdgeFlag.Enabled) {
aa->array = &ctx->Array.EdgeFlag;
- aa->func = (array_func) glEdgeFlagv;
+ aa->func = (array_func)glEdgeFlagv;
aa++;
}
- /* all other arrays handled here */
- for (i = 0; i < VERT_ATTRIB_MAX; i++) {
- /* Note: we count down to zero so glVertex (attrib 0) is last!!! */
- const GLuint index = VERT_ATTRIB_MAX - i - 1;
- struct gl_client_array *attribArray = NULL;
-
- /* Generic arrays take priority over conventional arrays if vertex program
- * mode is enabled.
- */
- if (ctx->VertexProgram.Enabled
- && ctx->Array.VertexAttrib[index].Enabled) {
- if (index == 0) {
- /* Special case: use glVertex() for vertex position so
- * that it's always executed last.
- */
- aa->array = &ctx->Array.VertexAttrib[0];
- aa->func = vertexfuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)];
- aa++;
- }
- else {
- attribArray = &ctx->Array.VertexAttrib[index];
- }
- }
- else {
- switch (index) {
- case VERT_ATTRIB_POS:
- if (ctx->Array.Vertex.Enabled) {
- aa->array = &ctx->Array.Vertex;
- aa->func = vertexfuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)];
- aa++;
- }
- break;
- case VERT_ATTRIB_NORMAL:
- if (ctx->Array.Normal.Enabled) {
- aa->array = &ctx->Array.Normal;
- aa->func = normalfuncs[TYPE_IDX(aa->array->Type)];
- aa++;
- }
- break;
- case VERT_ATTRIB_COLOR0:
- if (ctx->Array.Color.Enabled) {
- aa->array = &ctx->Array.Color;
- aa->func = colorfuncs[aa->array->Size-3][TYPE_IDX(aa->array->Type)];
- aa++;
- }
- break;
- case VERT_ATTRIB_COLOR1:
- if (ctx->Array.SecondaryColor.Enabled) {
- aa->array = &ctx->Array.SecondaryColor;
- aa->func = secondarycolorfuncs[TYPE_IDX(aa->array->Type)];
- aa++;
- }
- break;
- case VERT_ATTRIB_FOG:
- if (ctx->Array.FogCoord.Enabled) {
- aa->array = &ctx->Array.FogCoord;
- aa->func = fogcoordfuncs[TYPE_IDX(aa->array->Type)];
- aa++;
- }
- break;
- case VERT_ATTRIB_TEX0:
- case VERT_ATTRIB_TEX1:
- case VERT_ATTRIB_TEX2:
- case VERT_ATTRIB_TEX3:
- case VERT_ATTRIB_TEX4:
- case VERT_ATTRIB_TEX5:
- case VERT_ATTRIB_TEX6:
- case VERT_ATTRIB_TEX7:
- /* use generic vertex attribs for texcoords */
- if (ctx->Array.TexCoord[index - VERT_ATTRIB_TEX0].Enabled) {
- attribArray = &ctx->Array.TexCoord[index - VERT_ATTRIB_TEX0];
- }
- default:
- /* nothing */;
- }
- }
+ if (ctx->Array.FogCoord.Enabled) {
+ aa->array = &ctx->Array.FogCoord;
+ aa->func = fogcoordfuncs[TYPE_IDX(aa->array->Type)];
+ aa++;
+ }
- /* Save glVertexAttrib call (may be for glMultiTexCoord) */
- if (attribArray) {
- at->array = attribArray;
- if (attribArray->Type == GL_FLOAT) {
- switch (attribArray->Size) {
- case 1:
- at->func = (attrib_func) _glapi_Dispatch->VertexAttrib1fvNV;
- break;
- case 2:
- at->func = (attrib_func) _glapi_Dispatch->VertexAttrib2fvNV;
- break;
- case 3:
- at->func = (attrib_func) _glapi_Dispatch->VertexAttrib3fvNV;
- break;
- case 4:
- at->func = (attrib_func) _glapi_Dispatch->VertexAttrib4fvNV;
- break;
- }
- }
- else
- {
- at->func = attribfuncs[at->array->Normalized][at->array->Size-1][TYPE_IDX(at->array->Type)];
- }
-
- at->index = index;
- at++;
- }
+ if (ctx->Array.SecondaryColor.Enabled) {
+ aa->array = &ctx->Array.SecondaryColor;
+ aa->func = secondarycolorfuncs[TYPE_IDX(aa->array->Type)];
+ aa++;
}
- ASSERT(at - actx->attribs <= VERT_ATTRIB_MAX);
- ASSERT(aa - actx->arrays < 32);
- at->func = NULL; /* terminate the list */
- aa->func = NULL; /* terminate the list */
+ /* Must be last
+ */
+ if (ctx->Array.Vertex.Enabled) {
+ aa->array = &ctx->Array.Vertex;
+ aa->func = vertexfuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)];
+ aa++;
+ }
+
+ aa->func = 0;
actx->NewState = 0;
}
void GLAPIENTRY _ae_loopback_array_elt( GLint elt )
{
GET_CURRENT_CONTEXT(ctx);
- const AEcontext *actx = AE_CONTEXT(ctx);
- const AEarray *aa;
- const AEattrib *at;
+ AEcontext *actx = AE_CONTEXT(ctx);
+ AEtexarray *ta;
+ AEarray *aa;
if (actx->NewState)
_ae_update_state( ctx );
- /* generic attributes */
- for (at = actx->attribs; at->func; at++) {
- const GLubyte *src = at->array->BufferObj->Data
- + (GLuint) at->array->Ptr
- + elt * at->array->StrideB;
- at->func( at->index, src );
+ for (ta = actx->texarrays ; ta->func ; ta++) {
+ GLubyte *src = ta->array->BufferObj->Data
+ + (GLuint) ta->array->Ptr
+ + elt * ta->array->StrideB;
+ ta->func( ta->unit + GL_TEXTURE0_ARB, src);
}
- /* conventional arrays */
- for (aa = actx->arrays; aa->func ; aa++) {
- const GLubyte *src = aa->array->BufferObj->Data
- + (GLuint) aa->array->Ptr
- + elt * aa->array->StrideB;
+ /* Must be last
+ */
+ for (aa = actx->arrays ; aa->func ; aa++) {
+ GLubyte *src = aa->array->BufferObj->Data
+ + (GLuint) aa->array->Ptr
+ + elt * aa->array->StrideB;
aa->func( src );
}
}