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.
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@ -675,7 +675,9 @@ void _ae_destroy_context( GLcontext *ctx )
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/**
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* Make a list of per-vertex functions to call for each glArrayElement call.
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* These functions access the array data (i.e. glVertex, glColor, glNormal, etc);
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* These functions access the array data (i.e. glVertex, glColor, glNormal,
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* etc).
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* Note: this may be called during display list construction.
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*/
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static void _ae_update_state( GLcontext *ctx )
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{
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@ -684,8 +686,8 @@ static void _ae_update_state( GLcontext *ctx )
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AEattrib *at = actx->attribs;
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GLuint i;
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/* yuck, no generic array to correspond to color index or edge flag */
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if (ctx->Array.Index.Enabled) {
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/* conventional vertex arrays */
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if (ctx->Array.Index.Enabled) {
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aa->array = &ctx->Array.Index;
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aa->func = indexfuncs[TYPE_IDX(aa->array->Type)];
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aa++;
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@ -695,86 +697,44 @@ static void _ae_update_state( GLcontext *ctx )
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aa->func = (array_func) glEdgeFlagv;
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aa++;
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}
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/* all other arrays handled here */
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for (i = 0; i < VERT_ATTRIB_MAX; i++) {
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/* Note: we count down to zero so glVertex (attrib 0) is last!!! */
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const GLuint index = VERT_ATTRIB_MAX - i - 1;
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struct gl_client_array *attribArray = NULL;
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/* Generic arrays take priority over conventional arrays if vertex program
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* mode is enabled.
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*/
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if (ctx->VertexProgram.Enabled
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&& ctx->Array.VertexAttrib[index].Enabled) {
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if (index == 0) {
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/* Special case: use glVertex() for vertex position so
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* that it's always executed last.
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*/
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aa->array = &ctx->Array.VertexAttrib[0];
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aa->func = vertexfuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)];
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aa++;
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}
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else {
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attribArray = &ctx->Array.VertexAttrib[index];
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}
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}
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else {
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switch (index) {
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case VERT_ATTRIB_POS:
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if (ctx->Array.Vertex.Enabled) {
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aa->array = &ctx->Array.Vertex;
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aa->func = vertexfuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)];
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aa++;
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}
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break;
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case VERT_ATTRIB_NORMAL:
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if (ctx->Array.Normal.Enabled) {
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aa->array = &ctx->Array.Normal;
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aa->func = normalfuncs[TYPE_IDX(aa->array->Type)];
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aa++;
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}
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break;
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case VERT_ATTRIB_COLOR0:
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if (ctx->Array.Color.Enabled) {
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aa->array = &ctx->Array.Color;
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aa->func = colorfuncs[aa->array->Size-3][TYPE_IDX(aa->array->Type)];
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aa++;
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}
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break;
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case VERT_ATTRIB_COLOR1:
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if (ctx->Array.SecondaryColor.Enabled) {
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aa->array = &ctx->Array.SecondaryColor;
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aa->func = secondarycolorfuncs[TYPE_IDX(aa->array->Type)];
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aa++;
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}
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break;
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case VERT_ATTRIB_FOG:
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if (ctx->Array.FogCoord.Enabled) {
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aa->array = &ctx->Array.FogCoord;
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aa->func = fogcoordfuncs[TYPE_IDX(aa->array->Type)];
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aa++;
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}
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break;
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case VERT_ATTRIB_TEX0:
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case VERT_ATTRIB_TEX1:
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case VERT_ATTRIB_TEX2:
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case VERT_ATTRIB_TEX3:
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case VERT_ATTRIB_TEX4:
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case VERT_ATTRIB_TEX5:
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case VERT_ATTRIB_TEX6:
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case VERT_ATTRIB_TEX7:
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/* use generic vertex attribs for texcoords */
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if (ctx->Array.TexCoord[index - VERT_ATTRIB_TEX0].Enabled) {
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attribArray = &ctx->Array.TexCoord[index - VERT_ATTRIB_TEX0];
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}
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default:
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/* nothing */;
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}
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if (ctx->Array.Normal.Enabled) {
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aa->array = &ctx->Array.Normal;
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aa->func = normalfuncs[TYPE_IDX(aa->array->Type)];
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aa++;
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}
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if (ctx->Array.Color.Enabled) {
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aa->array = &ctx->Array.Color;
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aa->func = colorfuncs[aa->array->Size-3][TYPE_IDX(aa->array->Type)];
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aa++;
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}
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if (ctx->Array.SecondaryColor.Enabled) {
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aa->array = &ctx->Array.SecondaryColor;
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aa->func = secondarycolorfuncs[TYPE_IDX(aa->array->Type)];
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aa++;
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}
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if (ctx->Array.FogCoord.Enabled) {
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aa->array = &ctx->Array.FogCoord;
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aa->func = fogcoordfuncs[TYPE_IDX(aa->array->Type)];
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aa++;
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}
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for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
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if (ctx->Array.TexCoord[i].Enabled) {
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/* NOTE: we use generic glVertexAttrib functions here.
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* If we ever de-alias conventional/generic vertex attribs this
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* will have to change.
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*/
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struct gl_client_array *attribArray = &ctx->Array.TexCoord[i];
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at->array = attribArray;
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at->func = attribfuncs[at->array->Normalized][at->array->Size-1][TYPE_IDX(at->array->Type)];
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at->index = i;
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at++;
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}
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}
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/* Save glVertexAttrib call (may be for glMultiTexCoord) */
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if (attribArray) {
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/* generic vertex attribute arrays */
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for (i = 1; i < VERT_ATTRIB_MAX; i++) { /* skip zero! */
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if (ctx->Array.VertexAttrib[i].Enabled) {
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struct gl_client_array *attribArray = &ctx->Array.VertexAttrib[i];
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at->array = attribArray;
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/* Note: we can't grab the _glapi_Dispatch->VertexAttrib1fvNV
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* function pointer here (for float arrays) since the pointer may
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@ -782,10 +742,27 @@ static void _ae_update_state( GLcontext *ctx )
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* the next. Doing so caused UT to break.
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*/
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at->func = attribfuncs[at->array->Normalized][at->array->Size-1][TYPE_IDX(at->array->Type)];
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at->index = index;
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at->index = i;
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at++;
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}
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}
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/* finally, vertex position */
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if (ctx->Array.VertexAttrib[0].Enabled) {
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/* Use glVertex(v) instead of glVertexAttrib(0, v) to be sure it's
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* issued as the last (proviking) attribute).
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*/
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aa->array = &ctx->Array.VertexAttrib[0];
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assert(aa->array->Size >= 2); /* XXX fix someday? */
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aa->func = vertexfuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)];
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aa++;
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}
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else if (ctx->Array.Vertex.Enabled) {
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aa->array = &ctx->Array.Vertex;
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aa->func = vertexfuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)];
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aa++;
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}
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ASSERT(at - actx->attribs <= VERT_ATTRIB_MAX);
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ASSERT(aa - actx->arrays < 32);
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at->func = NULL; /* terminate the list */
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@ -795,6 +772,12 @@ static void _ae_update_state( GLcontext *ctx )
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}
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/**
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* Called via glArrayElement() and glDrawArrays().
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* Issue the glNormal, glVertex, glColor, glVertexAttrib, etc functions
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* for all enabled vertex arrays (for elt-th element).
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* Note: this may be called during display list construction.
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*/
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void GLAPIENTRY _ae_loopback_array_elt( GLint elt )
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{
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GET_CURRENT_CONTEXT(ctx);
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