reactos/dll/opengl/mesa/main/api_arrayelt.c

911 lines
24 KiB
C

/*
* Mesa 3-D graphics library
* Version: 6.5.1
*
* Copyright (C) 1999-2006 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"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* This file implements the glArrayElement() function.
* It involves looking at the format/type of all the enabled vertex arrays
* and emitting a list of pointers to functions which set the per-vertex
* state for the element/index.
*/
/* Author:
* Keith Whitwell <keith@tungstengraphics.com>
*/
#include <precomp.h>
typedef void (GLAPIENTRY *array_func)( const void * );
typedef struct {
const struct gl_client_array *array;
int offset;
} AEarray;
typedef void (GLAPIENTRY *attrib_func)( GLuint indx, const void *data );
typedef struct {
const struct gl_client_array *array;
attrib_func func;
GLuint index;
} AEattrib;
typedef struct {
AEarray arrays[32];
AEattrib attribs[VERT_ATTRIB_MAX + 1];
GLuint NewState;
struct gl_buffer_object *vbo[VERT_ATTRIB_MAX];
GLuint nr_vbos;
GLboolean mapped_vbos;
} 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, except for GL_DOUBLE.
*/
#define TYPE_IDX(t) ( (t) == GL_DOUBLE ? 7 : (t) & 7 )
#define NUM_TYPES 8
#if FEATURE_arrayelt
static const int ColorFuncs[2][NUM_TYPES] = {
{
_gloffset_Color3bv,
_gloffset_Color3ubv,
_gloffset_Color3sv,
_gloffset_Color3usv,
_gloffset_Color3iv,
_gloffset_Color3uiv,
_gloffset_Color3fv,
_gloffset_Color3dv,
},
{
_gloffset_Color4bv,
_gloffset_Color4ubv,
_gloffset_Color4sv,
_gloffset_Color4usv,
_gloffset_Color4iv,
_gloffset_Color4uiv,
_gloffset_Color4fv,
_gloffset_Color4dv,
},
};
static const int VertexFuncs[3][NUM_TYPES] = {
{
-1,
-1,
_gloffset_Vertex2sv,
-1,
_gloffset_Vertex2iv,
-1,
_gloffset_Vertex2fv,
_gloffset_Vertex2dv,
},
{
-1,
-1,
_gloffset_Vertex3sv,
-1,
_gloffset_Vertex3iv,
-1,
_gloffset_Vertex3fv,
_gloffset_Vertex3dv,
},
{
-1,
-1,
_gloffset_Vertex4sv,
-1,
_gloffset_Vertex4iv,
-1,
_gloffset_Vertex4fv,
_gloffset_Vertex4dv,
},
};
static const int IndexFuncs[NUM_TYPES] = {
-1,
_gloffset_Indexubv,
_gloffset_Indexsv,
-1,
_gloffset_Indexiv,
-1,
_gloffset_Indexfv,
_gloffset_Indexdv,
};
static const int NormalFuncs[NUM_TYPES] = {
_gloffset_Normal3bv,
-1,
_gloffset_Normal3sv,
-1,
_gloffset_Normal3iv,
-1,
_gloffset_Normal3fv,
_gloffset_Normal3dv,
};
/* Note: _gloffset_* for these may not be a compile-time constant. */
static int FogCoordFuncs[NUM_TYPES];
/**
** GL_NV_vertex_program
**/
/* GL_BYTE attributes */
static void GLAPIENTRY
VertexAttrib1NbvNV(GLuint index, const GLbyte *v)
{
CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, BYTE_TO_FLOAT(v[0])));
}
static void GLAPIENTRY
VertexAttrib1bvNV(GLuint index, const GLbyte *v)
{
CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, (GLfloat)v[0]));
}
static void GLAPIENTRY
VertexAttrib2NbvNV(GLuint index, const GLbyte *v)
{
CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1])));
}
static void GLAPIENTRY
VertexAttrib2bvNV(GLuint index, const GLbyte *v)
{
CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1]));
}
static void GLAPIENTRY
VertexAttrib3NbvNV(GLuint index, const GLbyte *v)
{
CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, BYTE_TO_FLOAT(v[0]),
BYTE_TO_FLOAT(v[1]),
BYTE_TO_FLOAT(v[2])));
}
static void GLAPIENTRY
VertexAttrib3bvNV(GLuint index, const GLbyte *v)
{
CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2]));
}
static void GLAPIENTRY
VertexAttrib4NbvNV(GLuint index, const GLbyte *v)
{
CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, BYTE_TO_FLOAT(v[0]),
BYTE_TO_FLOAT(v[1]),
BYTE_TO_FLOAT(v[2]),
BYTE_TO_FLOAT(v[3])));
}
static void GLAPIENTRY
VertexAttrib4bvNV(GLuint index, const GLbyte *v)
{
CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2], (GLfloat)v[3]));
}
/* GL_UNSIGNED_BYTE attributes */
static void GLAPIENTRY
VertexAttrib1NubvNV(GLuint index, const GLubyte *v)
{
CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, UBYTE_TO_FLOAT(v[0])));
}
static void GLAPIENTRY
VertexAttrib1ubvNV(GLuint index, const GLubyte *v)
{
CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, (GLfloat)v[0]));
}
static void GLAPIENTRY
VertexAttrib2NubvNV(GLuint index, const GLubyte *v)
{
CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, UBYTE_TO_FLOAT(v[0]),
UBYTE_TO_FLOAT(v[1])));
}
static void GLAPIENTRY
VertexAttrib2ubvNV(GLuint index, const GLubyte *v)
{
CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1]));
}
static void GLAPIENTRY
VertexAttrib3NubvNV(GLuint index, const GLubyte *v)
{
CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, UBYTE_TO_FLOAT(v[0]),
UBYTE_TO_FLOAT(v[1]),
UBYTE_TO_FLOAT(v[2])));
}
static void GLAPIENTRY
VertexAttrib3ubvNV(GLuint index, const GLubyte *v)
{
CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, (GLfloat)v[0],
(GLfloat)v[1], (GLfloat)v[2]));
}
static void GLAPIENTRY
VertexAttrib4NubvNV(GLuint index, const GLubyte *v)
{
CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, UBYTE_TO_FLOAT(v[0]),
UBYTE_TO_FLOAT(v[1]),
UBYTE_TO_FLOAT(v[2]),
UBYTE_TO_FLOAT(v[3])));
}
static void GLAPIENTRY
VertexAttrib4ubvNV(GLuint index, const GLubyte *v)
{
CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, (GLfloat)v[0],
(GLfloat)v[1], (GLfloat)v[2],
(GLfloat)v[3]));
}
/* GL_SHORT attributes */
static void GLAPIENTRY
VertexAttrib1NsvNV(GLuint index, const GLshort *v)
{
CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, SHORT_TO_FLOAT(v[0])));
}
static void GLAPIENTRY
VertexAttrib1svNV(GLuint index, const GLshort *v)
{
CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, (GLfloat)v[0]));
}
static void GLAPIENTRY
VertexAttrib2NsvNV(GLuint index, const GLshort *v)
{
CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, SHORT_TO_FLOAT(v[0]),
SHORT_TO_FLOAT(v[1])));
}
static void GLAPIENTRY
VertexAttrib2svNV(GLuint index, const GLshort *v)
{
CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1]));
}
static void GLAPIENTRY
VertexAttrib3NsvNV(GLuint index, const GLshort *v)
{
CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, SHORT_TO_FLOAT(v[0]),
SHORT_TO_FLOAT(v[1]),
SHORT_TO_FLOAT(v[2])));
}
static void GLAPIENTRY
VertexAttrib3svNV(GLuint index, const GLshort *v)
{
CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1],
(GLfloat)v[2]));
}
static void GLAPIENTRY
VertexAttrib4NsvNV(GLuint index, const GLshort *v)
{
CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, SHORT_TO_FLOAT(v[0]),
SHORT_TO_FLOAT(v[1]),
SHORT_TO_FLOAT(v[2]),
SHORT_TO_FLOAT(v[3])));
}
static void GLAPIENTRY
VertexAttrib4svNV(GLuint index, const GLshort *v)
{
CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1],
(GLfloat)v[2], (GLfloat)v[3]));
}
/* GL_UNSIGNED_SHORT attributes */
static void GLAPIENTRY
VertexAttrib1NusvNV(GLuint index, const GLushort *v)
{
CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, USHORT_TO_FLOAT(v[0])));
}
static void GLAPIENTRY
VertexAttrib1usvNV(GLuint index, const GLushort *v)
{
CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, (GLfloat)v[0]));
}
static void GLAPIENTRY
VertexAttrib2NusvNV(GLuint index, const GLushort *v)
{
CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, USHORT_TO_FLOAT(v[0]),
USHORT_TO_FLOAT(v[1])));
}
static void GLAPIENTRY
VertexAttrib2usvNV(GLuint index, const GLushort *v)
{
CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, (GLfloat)v[0],
(GLfloat)v[1]));
}
static void GLAPIENTRY
VertexAttrib3NusvNV(GLuint index, const GLushort *v)
{
CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, USHORT_TO_FLOAT(v[0]),
USHORT_TO_FLOAT(v[1]),
USHORT_TO_FLOAT(v[2])));
}
static void GLAPIENTRY
VertexAttrib3usvNV(GLuint index, const GLushort *v)
{
CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1],
(GLfloat)v[2]));
}
static void GLAPIENTRY
VertexAttrib4NusvNV(GLuint index, const GLushort *v)
{
CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, USHORT_TO_FLOAT(v[0]),
USHORT_TO_FLOAT(v[1]),
USHORT_TO_FLOAT(v[2]),
USHORT_TO_FLOAT(v[3])));
}
static void GLAPIENTRY
VertexAttrib4usvNV(GLuint index, const GLushort *v)
{
CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1],
(GLfloat)v[2], (GLfloat)v[3]));
}
/* GL_INT attributes */
static void GLAPIENTRY
VertexAttrib1NivNV(GLuint index, const GLint *v)
{
CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, INT_TO_FLOAT(v[0])));
}
static void GLAPIENTRY
VertexAttrib1ivNV(GLuint index, const GLint *v)
{
CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, (GLfloat)v[0]));
}
static void GLAPIENTRY
VertexAttrib2NivNV(GLuint index, const GLint *v)
{
CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, INT_TO_FLOAT(v[0]),
INT_TO_FLOAT(v[1])));
}
static void GLAPIENTRY
VertexAttrib2ivNV(GLuint index, const GLint *v)
{
CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1]));
}
static void GLAPIENTRY
VertexAttrib3NivNV(GLuint index, const GLint *v)
{
CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, INT_TO_FLOAT(v[0]),
INT_TO_FLOAT(v[1]),
INT_TO_FLOAT(v[2])));
}
static void GLAPIENTRY
VertexAttrib3ivNV(GLuint index, const GLint *v)
{
CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1],
(GLfloat)v[2]));
}
static void GLAPIENTRY
VertexAttrib4NivNV(GLuint index, const GLint *v)
{
CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, INT_TO_FLOAT(v[0]),
INT_TO_FLOAT(v[1]),
INT_TO_FLOAT(v[2]),
INT_TO_FLOAT(v[3])));
}
static void GLAPIENTRY
VertexAttrib4ivNV(GLuint index, const GLint *v)
{
CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1],
(GLfloat)v[2], (GLfloat)v[3]));
}
/* GL_UNSIGNED_INT attributes */
static void GLAPIENTRY
VertexAttrib1NuivNV(GLuint index, const GLuint *v)
{
CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, UINT_TO_FLOAT(v[0])));
}
static void GLAPIENTRY
VertexAttrib1uivNV(GLuint index, const GLuint *v)
{
CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, (GLfloat)v[0]));
}
static void GLAPIENTRY
VertexAttrib2NuivNV(GLuint index, const GLuint *v)
{
CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, UINT_TO_FLOAT(v[0]),
UINT_TO_FLOAT(v[1])));
}
static void GLAPIENTRY
VertexAttrib2uivNV(GLuint index, const GLuint *v)
{
CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, (GLfloat)v[0],
(GLfloat)v[1]));
}
static void GLAPIENTRY
VertexAttrib3NuivNV(GLuint index, const GLuint *v)
{
CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, UINT_TO_FLOAT(v[0]),
UINT_TO_FLOAT(v[1]),
UINT_TO_FLOAT(v[2])));
}
static void GLAPIENTRY
VertexAttrib3uivNV(GLuint index, const GLuint *v)
{
CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1],
(GLfloat)v[2]));
}
static void GLAPIENTRY
VertexAttrib4NuivNV(GLuint index, const GLuint *v)
{
CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, UINT_TO_FLOAT(v[0]),
UINT_TO_FLOAT(v[1]),
UINT_TO_FLOAT(v[2]),
UINT_TO_FLOAT(v[3])));
}
static void GLAPIENTRY
VertexAttrib4uivNV(GLuint index, const GLuint *v)
{
CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, (GLfloat)v[0], (GLfloat)v[1],
(GLfloat)v[2], (GLfloat)v[3]));
}
/* GL_FLOAT attributes */
static void GLAPIENTRY
VertexAttrib1fvNV(GLuint index, const GLfloat *v)
{
CALL_VertexAttrib1fvNV(GET_DISPATCH(), (index, v));
}
static void GLAPIENTRY
VertexAttrib2fvNV(GLuint index, const GLfloat *v)
{
CALL_VertexAttrib2fvNV(GET_DISPATCH(), (index, v));
}
static void GLAPIENTRY
VertexAttrib3fvNV(GLuint index, const GLfloat *v)
{
CALL_VertexAttrib3fvNV(GET_DISPATCH(), (index, v));
}
static void GLAPIENTRY
VertexAttrib4fvNV(GLuint index, const GLfloat *v)
{
CALL_VertexAttrib4fvNV(GET_DISPATCH(), (index, v));
}
/* GL_DOUBLE attributes */
static void GLAPIENTRY
VertexAttrib1dvNV(GLuint index, const GLdouble *v)
{
CALL_VertexAttrib1dvNV(GET_DISPATCH(), (index, v));
}
static void GLAPIENTRY
VertexAttrib2dvNV(GLuint index, const GLdouble *v)
{
CALL_VertexAttrib2dvNV(GET_DISPATCH(), (index, v));
}
static void GLAPIENTRY
VertexAttrib3dvNV(GLuint index, const GLdouble *v)
{
CALL_VertexAttrib3dvNV(GET_DISPATCH(), (index, v));
}
static void GLAPIENTRY
VertexAttrib4dvNV(GLuint index, const GLdouble *v)
{
CALL_VertexAttrib4dvNV(GET_DISPATCH(), (index, v));
}
/*
* Array [size][type] of VertexAttrib functions
*/
static attrib_func AttribFuncsNV[2][4][NUM_TYPES] = {
{
/* non-normalized */
{
/* size 1 */
(attrib_func) VertexAttrib1bvNV,
(attrib_func) VertexAttrib1ubvNV,
(attrib_func) VertexAttrib1svNV,
(attrib_func) VertexAttrib1usvNV,
(attrib_func) VertexAttrib1ivNV,
(attrib_func) VertexAttrib1uivNV,
(attrib_func) VertexAttrib1fvNV,
(attrib_func) VertexAttrib1dvNV
},
{
/* size 2 */
(attrib_func) VertexAttrib2bvNV,
(attrib_func) VertexAttrib2ubvNV,
(attrib_func) VertexAttrib2svNV,
(attrib_func) VertexAttrib2usvNV,
(attrib_func) VertexAttrib2ivNV,
(attrib_func) VertexAttrib2uivNV,
(attrib_func) VertexAttrib2fvNV,
(attrib_func) VertexAttrib2dvNV
},
{
/* size 3 */
(attrib_func) VertexAttrib3bvNV,
(attrib_func) VertexAttrib3ubvNV,
(attrib_func) VertexAttrib3svNV,
(attrib_func) VertexAttrib3usvNV,
(attrib_func) VertexAttrib3ivNV,
(attrib_func) VertexAttrib3uivNV,
(attrib_func) VertexAttrib3fvNV,
(attrib_func) VertexAttrib3dvNV
},
{
/* size 4 */
(attrib_func) VertexAttrib4bvNV,
(attrib_func) VertexAttrib4ubvNV,
(attrib_func) VertexAttrib4svNV,
(attrib_func) VertexAttrib4usvNV,
(attrib_func) VertexAttrib4ivNV,
(attrib_func) VertexAttrib4uivNV,
(attrib_func) VertexAttrib4fvNV,
(attrib_func) VertexAttrib4dvNV
}
},
{
/* normalized (except for float/double) */
{
/* size 1 */
(attrib_func) VertexAttrib1NbvNV,
(attrib_func) VertexAttrib1NubvNV,
(attrib_func) VertexAttrib1NsvNV,
(attrib_func) VertexAttrib1NusvNV,
(attrib_func) VertexAttrib1NivNV,
(attrib_func) VertexAttrib1NuivNV,
(attrib_func) VertexAttrib1fvNV,
(attrib_func) VertexAttrib1dvNV
},
{
/* size 2 */
(attrib_func) VertexAttrib2NbvNV,
(attrib_func) VertexAttrib2NubvNV,
(attrib_func) VertexAttrib2NsvNV,
(attrib_func) VertexAttrib2NusvNV,
(attrib_func) VertexAttrib2NivNV,
(attrib_func) VertexAttrib2NuivNV,
(attrib_func) VertexAttrib2fvNV,
(attrib_func) VertexAttrib2dvNV
},
{
/* size 3 */
(attrib_func) VertexAttrib3NbvNV,
(attrib_func) VertexAttrib3NubvNV,
(attrib_func) VertexAttrib3NsvNV,
(attrib_func) VertexAttrib3NusvNV,
(attrib_func) VertexAttrib3NivNV,
(attrib_func) VertexAttrib3NuivNV,
(attrib_func) VertexAttrib3fvNV,
(attrib_func) VertexAttrib3dvNV
},
{
/* size 4 */
(attrib_func) VertexAttrib4NbvNV,
(attrib_func) VertexAttrib4NubvNV,
(attrib_func) VertexAttrib4NsvNV,
(attrib_func) VertexAttrib4NusvNV,
(attrib_func) VertexAttrib4NivNV,
(attrib_func) VertexAttrib4NuivNV,
(attrib_func) VertexAttrib4fvNV,
(attrib_func) VertexAttrib4dvNV
}
}
};
/**********************************************************************/
GLboolean _ae_create_context( struct gl_context *ctx )
{
if (ctx->aelt_context)
return GL_TRUE;
FogCoordFuncs[0] = -1;
FogCoordFuncs[1] = -1;
FogCoordFuncs[2] = -1;
FogCoordFuncs[3] = -1;
FogCoordFuncs[4] = -1;
FogCoordFuncs[5] = -1;
FogCoordFuncs[6] = _gloffset_FogCoordfvEXT;
FogCoordFuncs[7] = _gloffset_FogCoorddvEXT;
ctx->aelt_context = CALLOC( sizeof(AEcontext) );
if (!ctx->aelt_context)
return GL_FALSE;
AE_CONTEXT(ctx)->NewState = ~0;
return GL_TRUE;
}
void _ae_destroy_context( struct gl_context *ctx )
{
if ( AE_CONTEXT( ctx ) ) {
FREE( ctx->aelt_context );
ctx->aelt_context = NULL;
}
}
static void check_vbo( AEcontext *actx,
struct gl_buffer_object *vbo )
{
if (_mesa_is_bufferobj(vbo) && !_mesa_bufferobj_mapped(vbo)) {
GLuint i;
for (i = 0; i < actx->nr_vbos; i++)
if (actx->vbo[i] == vbo)
return;
assert(actx->nr_vbos < VERT_ATTRIB_MAX);
actx->vbo[actx->nr_vbos++] = vbo;
}
}
/**
* 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.
*/
static void _ae_update_state( struct gl_context *ctx )
{
AEcontext *actx = AE_CONTEXT(ctx);
AEarray *aa = actx->arrays;
AEattrib *at = actx->attribs;
actx->nr_vbos = 0;
/* conventional vertex arrays */
if (ctx->Array.VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) {
aa->array = &ctx->Array.VertexAttrib[VERT_ATTRIB_COLOR_INDEX];
aa->offset = IndexFuncs[TYPE_IDX(aa->array->Type)];
check_vbo(actx, aa->array->BufferObj);
aa++;
}
if (ctx->Array.VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) {
aa->array = &ctx->Array.VertexAttrib[VERT_ATTRIB_EDGEFLAG];
aa->offset = _gloffset_EdgeFlagv;
check_vbo(actx, aa->array->BufferObj);
aa++;
}
if (ctx->Array.VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) {
aa->array = &ctx->Array.VertexAttrib[VERT_ATTRIB_NORMAL];
aa->offset = NormalFuncs[TYPE_IDX(aa->array->Type)];
check_vbo(actx, aa->array->BufferObj);
aa++;
}
if (ctx->Array.VertexAttrib[VERT_ATTRIB_COLOR].Enabled) {
aa->array = &ctx->Array.VertexAttrib[VERT_ATTRIB_COLOR];
aa->offset = ColorFuncs[aa->array->Size-3][TYPE_IDX(aa->array->Type)];
check_vbo(actx, aa->array->BufferObj);
aa++;
}
if (ctx->Array.VertexAttrib[VERT_ATTRIB_FOG].Enabled) {
aa->array = &ctx->Array.VertexAttrib[VERT_ATTRIB_FOG];
aa->offset = FogCoordFuncs[TYPE_IDX(aa->array->Type)];
check_vbo(actx, aa->array->BufferObj);
aa++;
}
{
struct gl_client_array *attribArray = &ctx->Array.VertexAttrib[VERT_ATTRIB_TEX];
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_TEX;
check_vbo(actx, at->array->BufferObj);
at++;
}
}
/* finally, vertex position */
if (ctx->Array.VertexAttrib[VERT_ATTRIB_POS].Enabled) {
aa->array = &ctx->Array.VertexAttrib[VERT_ATTRIB_POS];
aa->offset = VertexFuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)];
check_vbo(actx, aa->array->BufferObj);
aa++;
}
check_vbo(actx, ctx->Array.ElementArrayBufferObj);
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->NewState = 0;
}
void _ae_map_vbos( struct gl_context *ctx )
{
AEcontext *actx = AE_CONTEXT(ctx);
GLuint i;
if (actx->mapped_vbos)
return;
if (actx->NewState)
_ae_update_state(ctx);
for (i = 0; i < actx->nr_vbos; i++)
ctx->Driver.MapBufferRange(ctx, 0,
actx->vbo[i]->Size,
GL_MAP_READ_BIT,
actx->vbo[i]);
if (actx->nr_vbos)
actx->mapped_vbos = GL_TRUE;
}
void _ae_unmap_vbos( struct gl_context *ctx )
{
AEcontext *actx = AE_CONTEXT(ctx);
GLuint i;
if (!actx->mapped_vbos)
return;
assert (!actx->NewState);
for (i = 0; i < actx->nr_vbos; i++)
ctx->Driver.UnmapBuffer(ctx, actx->vbo[i]);
actx->mapped_vbos = GL_FALSE;
}
/**
* Called via glArrayElement() and glDrawArrays().
* Issue the glNormal, glVertex, glColor, glVertexAttrib, etc functions
* for all enabled vertex arrays (for elt-th element).
* Note: this may be called during display list construction.
*/
void GLAPIENTRY _ae_ArrayElement( GLint elt )
{
GET_CURRENT_CONTEXT(ctx);
const AEcontext *actx = AE_CONTEXT(ctx);
const AEarray *aa;
const AEattrib *at;
const struct _glapi_table * const disp = GET_DISPATCH();
GLboolean do_map;
if (actx->NewState) {
assert(!actx->mapped_vbos);
_ae_update_state( ctx );
}
/* Determine if we need to map/unmap VBOs */
do_map = actx->nr_vbos && !actx->mapped_vbos;
if (do_map)
_ae_map_vbos(ctx);
/* emit generic attribute elements */
for (at = actx->attribs; at->func; at++) {
const GLubyte *src
= ADD_POINTERS(at->array->BufferObj->Pointer, at->array->Ptr)
+ elt * at->array->StrideB;
at->func( at->index, src );
}
/* emit conventional arrays elements */
for (aa = actx->arrays; aa->offset != -1 ; aa++) {
const GLubyte *src
= ADD_POINTERS(aa->array->BufferObj->Pointer, aa->array->Ptr)
+ elt * aa->array->StrideB;
CALL_by_offset( disp, (array_func), aa->offset,
((const void *) src) );
}
if (do_map)
_ae_unmap_vbos(ctx);
}
void _ae_invalidate_state( struct gl_context *ctx, GLuint new_state )
{
AEcontext *actx = AE_CONTEXT(ctx);
/* Only interested in this subset of mesa state. Need to prune
* this down as both tnl/ and the drivers can raise statechanges
* for arcane reasons in the middle of seemingly atomic operations
* like DrawElements, over which we'd like to keep a known set of
* arrays and vbo's mapped.
*
* Luckily, neither the drivers nor tnl muck with the state that
* concerns us here:
*/
new_state &= _NEW_ARRAY;
if (new_state) {
assert(!actx->mapped_vbos);
actx->NewState |= new_state;
}
}
void _mesa_install_arrayelt_vtxfmt(struct _glapi_table *disp,
const GLvertexformat *vfmt)
{
SET_ArrayElement(disp, vfmt->ArrayElement);
}
#endif /* FEATURE_arrayelt */