-static void _ae_update_state( struct gl_context *ctx )
-{
- AEcontext *actx = AE_CONTEXT(ctx);
- AEarray *aa = actx->arrays;
- AEattrib *at = actx->attribs;
- GLuint i;
- struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
-
- actx->nr_vbos = 0;
-
- /* conventional vertex arrays */
- if (arrayObj->Index.Enabled) {
- aa->array = &arrayObj->Index;
- aa->offset = IndexFuncs[TYPE_IDX(aa->array->Type)];
- check_vbo(actx, aa->array->BufferObj);
- aa++;
- }
- if (arrayObj->EdgeFlag.Enabled) {
- aa->array = &arrayObj->EdgeFlag;
- aa->offset = _gloffset_EdgeFlagv;
- check_vbo(actx, aa->array->BufferObj);
- aa++;
- }
- if (arrayObj->Normal.Enabled) {
- aa->array = &arrayObj->Normal;
- aa->offset = NormalFuncs[TYPE_IDX(aa->array->Type)];
- check_vbo(actx, aa->array->BufferObj);
- aa++;
- }
- if (arrayObj->Color.Enabled) {
- aa->array = &arrayObj->Color;
- aa->offset = ColorFuncs[aa->array->Size-3][TYPE_IDX(aa->array->Type)];
- check_vbo(actx, aa->array->BufferObj);
- aa++;
- }
- if (arrayObj->SecondaryColor.Enabled) {
- aa->array = &arrayObj->SecondaryColor;
- aa->offset = SecondaryColorFuncs[TYPE_IDX(aa->array->Type)];
- check_vbo(actx, aa->array->BufferObj);
- aa++;
- }
- if (arrayObj->FogCoord.Enabled) {
- aa->array = &arrayObj->FogCoord;
- aa->offset = FogCoordFuncs[TYPE_IDX(aa->array->Type)];
- check_vbo(actx, aa->array->BufferObj);
- aa++;
- }
- for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
- struct gl_client_array *attribArray = &arrayObj->TexCoord[i];
- if (attribArray->Enabled) {
- /* NOTE: we use generic glVertexAttribNV functions here.
- * If we ever remove GL_NV_vertex_program this will have to change.
- */
- at->array = attribArray;
- ASSERT(!at->array->Normalized);
- at->func = AttribFuncsNV[at->array->Normalized]
- [at->array->Size-1]
- [TYPE_IDX(at->array->Type)];
- at->index = VERT_ATTRIB_TEX0 + i;
- check_vbo(actx, at->array->BufferObj);
- at++;
- }
- }
+static inline const void *
+attrib_src(const struct gl_vertex_array_object *vao,
+ const struct gl_array_attributes *array, GLint elt)
+{
+ const struct gl_vertex_buffer_binding *binding =
+ &vao->BufferBinding[array->BufferBindingIndex];
+ const GLubyte *src = _mesa_vertex_attrib_address(array, binding);