Yet another revision of _ae_update_state(). Issue both conventional AND

generic vertex attribute commands, ignoring ctx->VertexProgram.Enabled
since this function may be used during display list compilation.
This commit is contained in:
Brian Paul 2004-02-24 02:49:43 +00:00
parent 0f1e19c03c
commit 1e3d868ffb
1 changed files with 65 additions and 82 deletions

View File

@ -675,7 +675,9 @@ void _ae_destroy_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);
* 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( GLcontext *ctx )
{
@ -684,8 +686,8 @@ static void _ae_update_state( GLcontext *ctx )
AEattrib *at = actx->attribs;
GLuint i;
/* yuck, no generic array to correspond to color index or edge flag */
if (ctx->Array.Index.Enabled) {
/* conventional vertex arrays */
if (ctx->Array.Index.Enabled) {
aa->array = &ctx->Array.Index;
aa->func = indexfuncs[TYPE_IDX(aa->array->Type)];
aa++;
@ -695,86 +697,44 @@ static void _ae_update_state( GLcontext *ctx )
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.Normal.Enabled) {
aa->array = &ctx->Array.Normal;
aa->func = normalfuncs[TYPE_IDX(aa->array->Type)];
aa++;
}
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.SecondaryColor.Enabled) {
aa->array = &ctx->Array.SecondaryColor;
aa->func = secondarycolorfuncs[TYPE_IDX(aa->array->Type)];
aa++;
}
if (ctx->Array.FogCoord.Enabled) {
aa->array = &ctx->Array.FogCoord;
aa->func = fogcoordfuncs[TYPE_IDX(aa->array->Type)];
aa++;
}
for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
if (ctx->Array.TexCoord[i].Enabled) {
/* NOTE: we use generic glVertexAttrib functions here.
* If we ever de-alias conventional/generic vertex attribs this
* will have to change.
*/
struct gl_client_array *attribArray = &ctx->Array.TexCoord[i];
at->array = attribArray;
at->func = attribfuncs[at->array->Normalized][at->array->Size-1][TYPE_IDX(at->array->Type)];
at->index = i;
at++;
}
}
/* Save glVertexAttrib call (may be for glMultiTexCoord) */
if (attribArray) {
/* generic vertex attribute arrays */
for (i = 1; i < VERT_ATTRIB_MAX; i++) { /* skip zero! */
if (ctx->Array.VertexAttrib[i].Enabled) {
struct gl_client_array *attribArray = &ctx->Array.VertexAttrib[i];
at->array = attribArray;
/* Note: we can't grab the _glapi_Dispatch->VertexAttrib1fvNV
* function pointer here (for float arrays) since the pointer may
@ -782,10 +742,27 @@ static void _ae_update_state( GLcontext *ctx )
* the next. Doing so caused UT to break.
*/
at->func = attribfuncs[at->array->Normalized][at->array->Size-1][TYPE_IDX(at->array->Type)];
at->index = index;
at->index = i;
at++;
}
}
/* finally, vertex position */
if (ctx->Array.VertexAttrib[0].Enabled) {
/* Use glVertex(v) instead of glVertexAttrib(0, v) to be sure it's
* issued as the last (proviking) attribute).
*/
aa->array = &ctx->Array.VertexAttrib[0];
assert(aa->array->Size >= 2); /* XXX fix someday? */
aa->func = vertexfuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)];
aa++;
}
else if (ctx->Array.Vertex.Enabled) {
aa->array = &ctx->Array.Vertex;
aa->func = vertexfuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)];
aa++;
}
ASSERT(at - actx->attribs <= VERT_ATTRIB_MAX);
ASSERT(aa - actx->arrays < 32);
at->func = NULL; /* terminate the list */
@ -795,6 +772,12 @@ static void _ae_update_state( GLcontext *ctx )
}
/**
* 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_loopback_array_elt( GLint elt )
{
GET_CURRENT_CONTEXT(ctx);