diff --git a/src/mesa/vbo/vbo_exec_array.c b/src/mesa/vbo/vbo_exec_array.c index 75831faf9f6..bd05cd0c369 100644 --- a/src/mesa/vbo/vbo_exec_array.c +++ b/src/mesa/vbo/vbo_exec_array.c @@ -442,41 +442,77 @@ recalculate_input_bindings(struct gl_context *ctx) break; case VP_ARB: - /* GL_ARB_vertex_program or GLSL vertex shader - Only the generic[0] + /* There are no shaders in OpenGL ES 1.x, so this code path should be + * impossible to reach. The meta code is careful to not use shaders in + * ES1. + */ + assert(ctx->API != API_OPENGLES); + + /* In the compatibility profile of desktop OpenGL, the generic[0] * attribute array aliases and overrides the legacy position array. - * * Otherwise, legacy attributes available in the legacy slots, * generic attributes in the generic slots and materials are not * available as per-vertex attributes. + * + * In all other APIs, only the generic attributes exist, and none of the + * slots are considered "magic." */ - if (vertexAttrib[VERT_ATTRIB_GENERIC0].Enabled) - inputs[0] = &vertexAttrib[VERT_ATTRIB_GENERIC0]; - else if (vertexAttrib[VERT_ATTRIB_POS].Enabled) - inputs[0] = &vertexAttrib[VERT_ATTRIB_POS]; - else { - inputs[0] = &vbo->currval[VBO_ATTRIB_POS]; - const_inputs |= VERT_BIT_POS; - } + if (ctx->API == API_OPENGL_COMPAT) { + if (vertexAttrib[VERT_ATTRIB_GENERIC0].Enabled) + inputs[0] = &vertexAttrib[VERT_ATTRIB_GENERIC0]; + else if (vertexAttrib[VERT_ATTRIB_POS].Enabled) + inputs[0] = &vertexAttrib[VERT_ATTRIB_POS]; + else { + inputs[0] = &vbo->currval[VBO_ATTRIB_POS]; + const_inputs |= VERT_BIT_POS; + } - for (i = 1; i < VERT_ATTRIB_FF_MAX; i++) { - if (vertexAttrib[VERT_ATTRIB_FF(i)].Enabled) - inputs[i] = &vertexAttrib[VERT_ATTRIB_FF(i)]; - else { - inputs[i] = &vbo->currval[VBO_ATTRIB_POS+i]; + for (i = 1; i < VERT_ATTRIB_FF_MAX; i++) { + if (vertexAttrib[VERT_ATTRIB_FF(i)].Enabled) + inputs[i] = &vertexAttrib[VERT_ATTRIB_FF(i)]; + else { + inputs[i] = &vbo->currval[VBO_ATTRIB_POS+i]; + const_inputs |= VERT_BIT_FF(i); + } + } + + for (i = 1; i < VERT_ATTRIB_GENERIC_MAX; i++) { + if (vertexAttrib[VERT_ATTRIB_GENERIC(i)].Enabled) + inputs[VERT_ATTRIB_GENERIC(i)] = + &vertexAttrib[VERT_ATTRIB_GENERIC(i)]; + else { + inputs[VERT_ATTRIB_GENERIC(i)] = + &vbo->currval[VBO_ATTRIB_GENERIC0+i]; + const_inputs |= VERT_BIT_GENERIC(i); + } + } + + inputs[VERT_ATTRIB_GENERIC0] = inputs[0]; + } else { + /* Other parts of the code assume that inputs[0] through + * inputs[VERT_ATTRIB_FF_MAX] will be non-NULL. However, in OpenGL + * ES 2.0+ or OpenGL core profile, none of these arrays should ever + * be enabled. + */ + for (i = 0; i < VERT_ATTRIB_FF_MAX; i++) { + assert(!vertexAttrib[VERT_ATTRIB_FF(i)].Enabled); + + inputs[i] = &vbo->currval[VBO_ATTRIB_POS+i]; const_inputs |= VERT_BIT_FF(i); } - } - for (i = 1; i < VERT_ATTRIB_GENERIC_MAX; i++) { - if (vertexAttrib[VERT_ATTRIB_GENERIC(i)].Enabled) - inputs[VERT_ATTRIB_GENERIC(i)] = &vertexAttrib[VERT_ATTRIB_GENERIC(i)]; - else { - inputs[VERT_ATTRIB_GENERIC(i)] = &vbo->currval[VBO_ATTRIB_GENERIC0+i]; - const_inputs |= VERT_BIT_GENERIC(i); + for (i = 0; i < VERT_ATTRIB_GENERIC_MAX; i++) { + if (vertexAttrib[VERT_ATTRIB_GENERIC(i)].Enabled) + inputs[VERT_ATTRIB_GENERIC(i)] = + &vertexAttrib[VERT_ATTRIB_GENERIC(i)]; + else { + inputs[VERT_ATTRIB_GENERIC(i)] = + &vbo->currval[VBO_ATTRIB_GENERIC0+i]; + const_inputs |= VERT_BIT_GENERIC(i); + } } } - inputs[VERT_ATTRIB_GENERIC0] = inputs[0]; break; }