vbo: Clean up recalculate_input_bindings.
Now the gl_array_object's layout matches the one used in recalculate_input_bindings. Make use of this and remove the bind_array_obj function. Signed-off-by: Mathias Froehlich <Mathias.Froehlich@web.de> Reviewed-by: Brian Paul <brianp@vmare.com>
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@ -136,12 +136,6 @@ struct vbo_exec_context
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} eval;
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struct {
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/* These just mirror the current arrayobj (todo: make arrayobj
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* look like this and remove the mirror):
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*/
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const struct gl_client_array *legacy_array[VERT_ATTRIB_FF_MAX];
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const struct gl_client_array *generic_array[VERT_ATTRIB_GENERIC_MAX];
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/* Arrays and current values manipulated according to program
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* mode, etc. These are the attributes as seen by vertex
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* programs:
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@ -332,6 +332,7 @@ print_draw_arrays(struct gl_context *ctx,
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{
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struct vbo_context *vbo = vbo_context(ctx);
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struct vbo_exec_context *exec = &vbo->exec;
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struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
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int i;
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printf("vbo_exec_DrawArrays(mode 0x%x, start %d, count %d):\n",
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@ -347,7 +348,7 @@ print_draw_arrays(struct gl_context *ctx,
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exec->array.inputs[i]->Size,
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stride,
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/*exec->array.inputs[i]->Enabled,*/
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exec->array.legacy_array[i]->Enabled,
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arrayObj->VertexAttrib[VERT_ATTRIB_FF(i)].Enabled,
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exec->array.inputs[i]->Ptr,
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bufName);
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@ -371,30 +372,6 @@ print_draw_arrays(struct gl_context *ctx,
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}
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/**
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* Bind the VBO executor to the current vertex array object prior
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* to drawing.
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*
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* Just translate the arrayobj into a sane layout.
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*/
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static void
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bind_array_obj(struct gl_context *ctx)
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{
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struct vbo_context *vbo = vbo_context(ctx);
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struct vbo_exec_context *exec = &vbo->exec;
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struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
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GLuint i;
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for (i = 0; i < VERT_ATTRIB_FF_MAX; i++)
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exec->array.legacy_array[i] = &arrayObj->VertexAttrib[VERT_ATTRIB_FF(i)];
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for (i = 0; i < VERT_ATTRIB_GENERIC_MAX; i++) {
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assert(i < Elements(exec->array.generic_array));
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exec->array.generic_array[i] = &arrayObj->VertexAttrib[VERT_ATTRIB_GENERIC(i)];
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}
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}
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/**
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* Set the vbo->exec->inputs[] pointers to point to the enabled
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* vertex arrays. This depends on the current vertex program/shader
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@ -408,6 +385,7 @@ recalculate_input_bindings(struct gl_context *ctx)
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{
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struct vbo_context *vbo = vbo_context(ctx);
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struct vbo_exec_context *exec = &vbo->exec;
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struct gl_client_array *vertexAttrib = ctx->Array.ArrayObj->VertexAttrib;
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const struct gl_client_array **inputs = &exec->array.inputs[0];
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GLbitfield64 const_inputs = 0x0;
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GLuint i;
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@ -420,8 +398,8 @@ recalculate_input_bindings(struct gl_context *ctx)
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* are available as per-vertex attributes.
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*/
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for (i = 0; i < VERT_ATTRIB_FF_MAX; i++) {
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if (exec->array.legacy_array[i]->Enabled)
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inputs[i] = exec->array.legacy_array[i];
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if (vertexAttrib[VERT_ATTRIB_FF(i)].Enabled)
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inputs[i] = &vertexAttrib[VERT_ATTRIB_FF(i)];
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else {
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inputs[i] = &vbo->legacy_currval[i];
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const_inputs |= VERT_BIT(i);
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@ -457,10 +435,10 @@ recalculate_input_bindings(struct gl_context *ctx)
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*/
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for (i = 0; i < VERT_ATTRIB_FF_MAX; i++) {
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if (i < VERT_ATTRIB_GENERIC_MAX
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&& exec->array.generic_array[i]->Enabled)
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inputs[i] = exec->array.generic_array[i];
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else if (exec->array.legacy_array[i]->Enabled)
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inputs[i] = exec->array.legacy_array[i];
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&& vertexAttrib[VERT_ATTRIB_GENERIC(i)].Enabled)
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inputs[i] = &vertexAttrib[VERT_ATTRIB_GENERIC(i)];
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else if (vertexAttrib[VERT_ATTRIB_FF(i)].Enabled)
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inputs[i] = &vertexAttrib[VERT_ATTRIB_FF(i)];
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else {
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inputs[i] = &vbo->legacy_currval[i];
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const_inputs |= VERT_BIT_FF(i);
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@ -486,18 +464,18 @@ recalculate_input_bindings(struct gl_context *ctx)
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* generic attributes in the generic slots and materials are not
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* available as per-vertex attributes.
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*/
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if (exec->array.generic_array[0]->Enabled)
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inputs[0] = exec->array.generic_array[0];
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else if (exec->array.legacy_array[0]->Enabled)
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inputs[0] = exec->array.legacy_array[0];
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if (vertexAttrib[VERT_ATTRIB_GENERIC0].Enabled)
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inputs[0] = &vertexAttrib[VERT_ATTRIB_GENERIC0];
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else if (vertexAttrib[VERT_ATTRIB_POS].Enabled)
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inputs[0] = &vertexAttrib[VERT_ATTRIB_POS];
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else {
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inputs[0] = &vbo->legacy_currval[0];
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const_inputs |= VERT_BIT_POS;
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}
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for (i = 1; i < VERT_ATTRIB_FF_MAX; i++) {
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if (exec->array.legacy_array[i]->Enabled)
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inputs[i] = exec->array.legacy_array[i];
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if (vertexAttrib[VERT_ATTRIB_FF(i)].Enabled)
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inputs[i] = &vertexAttrib[VERT_ATTRIB_FF(i)];
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else {
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inputs[i] = &vbo->legacy_currval[i];
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const_inputs |= VERT_BIT_FF(i);
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@ -505,8 +483,8 @@ recalculate_input_bindings(struct gl_context *ctx)
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}
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for (i = 1; i < VERT_ATTRIB_GENERIC_MAX; i++) {
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if (exec->array.generic_array[i]->Enabled)
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inputs[VERT_ATTRIB_GENERIC(i)] = exec->array.generic_array[i];
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if (vertexAttrib[VERT_ATTRIB_GENERIC(i)].Enabled)
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inputs[VERT_ATTRIB_GENERIC(i)] = &vertexAttrib[VERT_ATTRIB_GENERIC(i)];
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else {
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inputs[VERT_ATTRIB_GENERIC(i)] = &vbo->generic_currval[i];
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const_inputs |= VERT_BIT_GENERIC(i);
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@ -536,7 +514,6 @@ vbo_bind_arrays(struct gl_context *ctx)
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return;
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}
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bind_array_obj(ctx);
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recalculate_input_bindings(ctx);
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ctx->Array.RebindArrays = GL_FALSE;
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}
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