mesa: implement integer-valued vertex attribute functions

The integers still get converted to floats.  That'll have to change someday.
This commit is contained in:
Brian Paul 2010-10-28 21:17:41 -06:00
parent e2b8c65723
commit ca2618f4b6
5 changed files with 303 additions and 112 deletions

View file

@ -66,16 +66,24 @@
#define MATERIALFV(a,b,c) CALL_Materialfv(GET_DISPATCH(), (a,b,c))
#define RECTF(a,b,c,d) CALL_Rectf(GET_DISPATCH(), (a,b,c,d))
#define FOGCOORDF(x) CALL_FogCoordfEXT(GET_DISPATCH(), (x))
#define SECONDARYCOLORF(a,b,c) CALL_SecondaryColor3fEXT(GET_DISPATCH(), (a,b,c))
#define ATTRIB1NV(index,x) CALL_VertexAttrib1fNV(GET_DISPATCH(), (index,x))
#define ATTRIB2NV(index,x,y) CALL_VertexAttrib2fNV(GET_DISPATCH(), (index,x,y))
#define ATTRIB3NV(index,x,y,z) CALL_VertexAttrib3fNV(GET_DISPATCH(), (index,x,y,z))
#define ATTRIB4NV(index,x,y,z,w) CALL_VertexAttrib4fNV(GET_DISPATCH(), (index,x,y,z,w))
#define ATTRIB1ARB(index,x) CALL_VertexAttrib1fARB(GET_DISPATCH(), (index,x))
#define ATTRIB2ARB(index,x,y) CALL_VertexAttrib2fARB(GET_DISPATCH(), (index,x,y))
#define ATTRIB3ARB(index,x,y,z) CALL_VertexAttrib3fARB(GET_DISPATCH(), (index,x,y,z))
#define ATTRIB4ARB(index,x,y,z,w) CALL_VertexAttrib4fARB(GET_DISPATCH(), (index,x,y,z,w))
#define FOGCOORDF(x) CALL_FogCoordfEXT(GET_DISPATCH(), (x))
#define SECONDARYCOLORF(a,b,c) CALL_SecondaryColor3fEXT(GET_DISPATCH(), (a,b,c))
#define ATTRIBI_1I(index,x) CALL_VertexAttribI1iEXT(GET_DISPATCH(), (index,x))
#define ATTRIBI_1UI(index,x) CALL_VertexAttribI1uiEXT(GET_DISPATCH(), (index,x))
#define ATTRIBI_4I(index,x,y,z,w) CALL_VertexAttribI4iEXT(GET_DISPATCH(), (index,x,y,z,w))
#define ATTRIBI_4UI(index,x,y,z,w) CALL_VertexAttribI4uiEXT(GET_DISPATCH(), (index,x,y,z,w))
#if FEATURE_beginend
@ -1041,6 +1049,7 @@ loopback_SecondaryColor3ubvEXT_f( const GLubyte *v )
/*
* GL_NV_vertex_program:
* Always loop-back to one of the VertexAttrib[1234]f[v]NV functions.
* Note that attribute indexes DO alias conventional vertex attributes.
*/
static void GLAPIENTRY
@ -1263,6 +1272,7 @@ loopback_VertexAttribs4ubvNV(GLuint index, GLsizei n, const GLubyte *v)
/*
* GL_ARB_vertex_program
* Always loop-back to one of the VertexAttrib[1234]f[v]ARB functions.
* Note that attribute indexes do NOT alias conventional attributes.
*/
static void GLAPIENTRY
@ -1443,133 +1453,47 @@ loopback_VertexAttrib4NuivARB(GLuint index, const GLuint * v)
/** GL 3.0 Integer-valued attributes **/
static void GLAPIENTRY
loopback_VertexAttribI1i(GLuint index, GLint x)
{
ATTRIB1ARB(index, (GLfloat) x);
}
static void GLAPIENTRY
loopback_VertexAttribI2i(GLuint index, GLint x, GLint y)
{
ATTRIB2ARB(index, (GLfloat) x, (GLfloat) y);
}
static void GLAPIENTRY
loopback_VertexAttribI3i(GLuint index, GLint x, GLint y, GLint z)
{
ATTRIB3ARB(index, (GLfloat) x, (GLfloat) y, (GLfloat) z);
}
static void GLAPIENTRY
loopback_VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
{
ATTRIB4ARB(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
static void GLAPIENTRY
loopback_VertexAttribI1ui(GLuint index, GLuint x)
{
ATTRIB1ARB(index, (GLfloat) x);
}
static void GLAPIENTRY
loopback_VertexAttribI2ui(GLuint index, GLuint x, GLuint y)
{
ATTRIB2ARB(index, (GLfloat) x, (GLfloat) y);
}
static void GLAPIENTRY
loopback_VertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z)
{
ATTRIB3ARB(index, (GLfloat) x, (GLfloat) y, (GLfloat) z);
}
static void GLAPIENTRY
loopback_VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
{
ATTRIB4ARB(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
/**
* GL_EXT_gpu_shader / GL 3.0 signed/unsigned integer-valued attributes.
* Note that attribute indexes do NOT alias conventional attributes.
*/
static void GLAPIENTRY
loopback_VertexAttribI1iv(GLuint index, const GLint *v)
{
ATTRIB1ARB(index, (GLfloat) v[0]);
}
static void GLAPIENTRY
loopback_VertexAttribI2iv (GLuint index, const GLint *v)
{
ATTRIB2ARB(index, (GLfloat) v[0], (GLfloat) v[1]);
}
static void GLAPIENTRY
loopback_VertexAttribI3iv(GLuint index, const GLint *v)
{
ATTRIB3ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2]);
}
static void GLAPIENTRY
loopback_VertexAttribI4iv(GLuint index, const GLint *v)
{
ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1],
(GLfloat) v[2], (GLfloat) v[3]);
ATTRIBI_1I(index, v[0]);
}
static void GLAPIENTRY
loopback_VertexAttribI1uiv(GLuint index, const GLuint *v)
{
ATTRIB1ARB(index, (GLfloat) v[0]);
ATTRIBI_1UI(index, v[0]);
}
static void GLAPIENTRY
loopback_VertexAttribI2uiv(GLuint index, const GLuint *v)
loopback_VertexAttribI4bv(uint index, const GLbyte *v)
{
ATTRIB2ARB(index, (GLfloat) v[0], (GLfloat) v[1]);
ATTRIBI_4I(index, v[0], v[1], v[2], v[3]);
}
static void GLAPIENTRY
loopback_VertexAttribI3uiv(GLuint index, const GLuint *v)
loopback_VertexAttribI4sv(uint index, const GLshort *v)
{
ATTRIB3ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2]);
ATTRIBI_4I(index, v[0], v[1], v[2], v[3]);
}
static void GLAPIENTRY
loopback_VertexAttribI4uiv(GLuint index, const GLuint *v)
loopback_VertexAttribI4ubv(uint index, const GLubyte *v)
{
ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1],
(GLfloat) v[2], (GLfloat) v[3]);
ATTRIBI_4UI(index, v[0], v[1], v[2], v[3]);
}
static void GLAPIENTRY
loopback_VertexAttribI4bv(GLuint index, const GLbyte *v)
loopback_VertexAttribI4usv(uint index, const GLushort *v)
{
ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1],
(GLfloat) v[2], (GLfloat) v[3]);
ATTRIBI_4UI(index, v[0], v[1], v[2], v[3]);
}
static void GLAPIENTRY
loopback_VertexAttribI4sv(GLuint index, const GLshort *v)
{
ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1],
(GLfloat) v[2], (GLfloat) v[3]);
}
static void GLAPIENTRY
loopback_VertexAttribI4ubv(GLuint index, const GLubyte *v)
{
ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1],
(GLfloat) v[2], (GLfloat) v[3]);
}
static void GLAPIENTRY
loopback_VertexAttribI4usv(GLuint index, const GLushort *v)
{
ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1],
(GLfloat) v[2], (GLfloat) v[3]);
}
@ -1788,7 +1712,14 @@ _mesa_loopback_init_api_table( struct _glapi_table *dest )
SET_VertexAttrib4NusvARB(dest, loopback_VertexAttrib4NusvARB);
SET_VertexAttrib4NuivARB(dest, loopback_VertexAttrib4NuivARB);
/* GL 3.0 */
/* GL_EXT_gpu_shader4, GL 3.0 */
SET_VertexAttribI1ivEXT(dest, loopback_VertexAttribI1iv);
SET_VertexAttribI1uivEXT(dest, loopback_VertexAttribI1uiv);
SET_VertexAttribI4bvEXT(dest, loopback_VertexAttribI4bv);
SET_VertexAttribI4svEXT(dest, loopback_VertexAttribI4sv);
SET_VertexAttribI4ubvEXT(dest, loopback_VertexAttribI4ubv);
SET_VertexAttribI4usvEXT(dest, loopback_VertexAttribI4usv);
#if 0
SET_VertexAttribI1i(dest, loopback_VertexAttribI1i);
SET_VertexAttribI2i(dest, loopback_VertexAttribI2i);
@ -1806,11 +1737,8 @@ _mesa_loopback_init_api_table( struct _glapi_table *dest )
SET_VertexAttribI2uiv(dest, loopback_VertexAttribI2uiv);
SET_VertexAttribI3uiv(dest, loopback_VertexAttribI3uiv);
SET_VertexAttribI4uiv(dest, loopback_VertexAttribI4uiv);
SET_VertexAttribI4bv(dest, loopback_VertexAttribI4bv);
SET_VertexAttribI4sv(dest, loopback_VertexAttribI4sv);
SET_VertexAttribI4ubv(dest, loopback_VertexAttribI4ubv);
SET_VertexAttribI4usv(dest, loopback_VertexAttribI4usv);
#else
#endif
#if 0
(void) loopback_VertexAttribI1i;
(void) loopback_VertexAttribI2i;
(void) loopback_VertexAttribI3i;

View file

@ -40,7 +40,7 @@
#if FEATURE_beginend
/**
* Use the per-vertex functions found in <vfmt> to initialze the given
* Use the per-vertex functions found in <vfmt> to initialoze the given
* API dispatch table.
*/
static void
@ -88,7 +88,7 @@ install_vtxfmt( struct _glapi_table *tab, const GLvertexformat *vfmt )
SET_Vertex4f(tab, vfmt->Vertex4f);
SET_Vertex4fv(tab, vfmt->Vertex4fv);
_mesa_install_dlist_vtxfmt(tab, vfmt);
_mesa_install_dlist_vtxfmt(tab, vfmt); /* glCallList / glCallLists */
SET_Begin(tab, vfmt->Begin);
SET_End(tab, vfmt->End);
@ -125,17 +125,43 @@ install_vtxfmt( struct _glapi_table *tab, const GLvertexformat *vfmt )
SET_VertexAttrib4fARB(tab, vfmt->VertexAttrib4fARB);
SET_VertexAttrib4fvARB(tab, vfmt->VertexAttrib4fvARB);
#endif
/* GL_EXT_gpu_shader4 / OpenGL 3.0 */
SET_VertexAttribI1iEXT(tab, vfmt->VertexAttribI1i);
SET_VertexAttribI2iEXT(tab, vfmt->VertexAttribI2i);
SET_VertexAttribI3iEXT(tab, vfmt->VertexAttribI3i);
SET_VertexAttribI4iEXT(tab, vfmt->VertexAttribI4i);
SET_VertexAttribI2ivEXT(tab, vfmt->VertexAttribI2iv);
SET_VertexAttribI3ivEXT(tab, vfmt->VertexAttribI3iv);
SET_VertexAttribI4ivEXT(tab, vfmt->VertexAttribI4iv);
SET_VertexAttribI1uiEXT(tab, vfmt->VertexAttribI1ui);
SET_VertexAttribI2uiEXT(tab, vfmt->VertexAttribI2ui);
SET_VertexAttribI3uiEXT(tab, vfmt->VertexAttribI3ui);
SET_VertexAttribI4uiEXT(tab, vfmt->VertexAttribI4ui);
SET_VertexAttribI2uivEXT(tab, vfmt->VertexAttribI2uiv);
SET_VertexAttribI3uivEXT(tab, vfmt->VertexAttribI3uiv);
SET_VertexAttribI4uivEXT(tab, vfmt->VertexAttribI4uiv);
}
void _mesa_install_exec_vtxfmt( struct gl_context *ctx, const GLvertexformat *vfmt )
/**
* Install per-vertex functions into the API dispatch table for execution.
*/
void
_mesa_install_exec_vtxfmt(struct gl_context *ctx, const GLvertexformat *vfmt)
{
if (ctx->API == API_OPENGL)
install_vtxfmt( ctx->Exec, vfmt );
}
void _mesa_install_save_vtxfmt( struct gl_context *ctx, const GLvertexformat *vfmt )
/**
* Install per-vertex functions into the API dispatch table for display
* list compilation.
*/
void
_mesa_install_save_vtxfmt(struct gl_context *ctx, const GLvertexformat *vfmt)
{
if (ctx->API == API_OPENGL)
install_vtxfmt( ctx->Save, vfmt );

View file

@ -25,6 +25,7 @@ USE OR OTHER DEALINGS IN THE SOFTWARE.
**************************************************************************/
/* float */
#define ATTR1FV( A, V ) ATTR( A, 1, (V)[0], 0, 0, 1 )
#define ATTR2FV( A, V ) ATTR( A, 2, (V)[0], (V)[1], 0, 1 )
#define ATTR3FV( A, V ) ATTR( A, 3, (V)[0], (V)[1], (V)[2], 1 )
@ -35,6 +36,27 @@ USE OR OTHER DEALINGS IN THE SOFTWARE.
#define ATTR3F( A, X, Y, Z ) ATTR( A, 3, X, Y, Z, 1 )
#define ATTR4F( A, X, Y, Z, W ) ATTR( A, 4, X, Y, Z, W )
/* int */
#define ATTR2IV( A, V ) ATTR( A, 2, (V)[0], (V)[1], 0, 1 )
#define ATTR3IV( A, V ) ATTR( A, 3, (V)[0], (V)[1], (V)[2], 1 )
#define ATTR4IV( A, V ) ATTR( A, 4, (V)[0], (V)[1], (V)[2], (V)[3] )
#define ATTR1I( A, X ) ATTR( A, 1, X, 0, 0, 1 )
#define ATTR2I( A, X, Y ) ATTR( A, 2, X, Y, 0, 1 )
#define ATTR3I( A, X, Y, Z ) ATTR( A, 3, X, Y, Z, 1 )
#define ATTR4I( A, X, Y, Z, W ) ATTR( A, 4, X, Y, Z, W )
/* uint */
#define ATTR2UIV( A, V ) ATTR( A, 2, (V)[0], (V)[1], 0, 1 )
#define ATTR3UIV( A, V ) ATTR( A, 3, (V)[0], (V)[1], (V)[2], 1 )
#define ATTR4UIV( A, V ) ATTR( A, 4, (V)[0], (V)[1], (V)[2], (V)[3] )
#define ATTR1UI( A, X ) ATTR( A, 1, X, 0, 0, 1 )
#define ATTR2UI( A, X, Y ) ATTR( A, 2, X, Y, 0, 1 )
#define ATTR3UI( A, X, Y, Z ) ATTR( A, 3, X, Y, Z, 1 )
#define ATTR4UI( A, X, Y, Z, W ) ATTR( A, 4, X, Y, Z, W )
#define MAT_ATTR( A, N, V ) ATTR( A, N, (V)[0], (V)[1], (V)[2], (V)[3] )
@ -407,6 +429,185 @@ TAG(VertexAttrib4fvARB)(GLuint index, const GLfloat * v)
}
/* Integer-valued generic attributes.
* XXX: the integers just get converted to floats at this time
*/
static void GLAPIENTRY
TAG(VertexAttribI1i)(GLuint index, GLint x)
{
GET_CURRENT_CONTEXT(ctx);
if (index == 0)
ATTR1I(0, x);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR1I(VBO_ATTRIB_GENERIC0 + index, x);
else
ERROR();
}
static void GLAPIENTRY
TAG(VertexAttribI2i)(GLuint index, GLint x, GLint y)
{
GET_CURRENT_CONTEXT(ctx);
if (index == 0)
ATTR2I(0, x, y);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR2I(VBO_ATTRIB_GENERIC0 + index, x, y);
else
ERROR();
}
static void GLAPIENTRY
TAG(VertexAttribI3i)(GLuint index, GLint x, GLint y, GLint z)
{
GET_CURRENT_CONTEXT(ctx);
if (index == 0)
ATTR3I(0, x, y, z);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR3I(VBO_ATTRIB_GENERIC0 + index, x, y, z);
else
ERROR();
}
static void GLAPIENTRY
TAG(VertexAttribI4i)(GLuint index, GLint x, GLint y, GLint z, GLint w)
{
GET_CURRENT_CONTEXT(ctx);
if (index == 0)
ATTR4I(0, x, y, z, w);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR4I(VBO_ATTRIB_GENERIC0 + index, x, y, z, w);
else
ERROR();
}
static void GLAPIENTRY
TAG(VertexAttribI2iv)(GLuint index, const GLint *v)
{
GET_CURRENT_CONTEXT(ctx);
if (index == 0)
ATTR2IV(0, v);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR2IV(VBO_ATTRIB_GENERIC0 + index, v);
else
ERROR();
}
static void GLAPIENTRY
TAG(VertexAttribI3iv)(GLuint index, const GLint *v)
{
GET_CURRENT_CONTEXT(ctx);
if (index == 0)
ATTR3IV(0, v);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR3IV(VBO_ATTRIB_GENERIC0 + index, v);
else
ERROR();
}
static void GLAPIENTRY
TAG(VertexAttribI4iv)(GLuint index, const GLint *v)
{
GET_CURRENT_CONTEXT(ctx);
if (index == 0)
ATTR4IV(0, v);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR4IV(VBO_ATTRIB_GENERIC0 + index, v);
else
ERROR();
}
/* Unsigned integer-valued generic attributes.
* XXX: the integers just get converted to floats at this time
*/
static void GLAPIENTRY
TAG(VertexAttribI1ui)(GLuint index, GLuint x)
{
GET_CURRENT_CONTEXT(ctx);
if (index == 0)
ATTR1UI(0, x);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR1UI(VBO_ATTRIB_GENERIC0 + index, x);
else
ERROR();
}
static void GLAPIENTRY
TAG(VertexAttribI2ui)(GLuint index, GLuint x, GLuint y)
{
GET_CURRENT_CONTEXT(ctx);
if (index == 0)
ATTR2UI(0, x, y);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR2UI(VBO_ATTRIB_GENERIC0 + index, x, y);
else
ERROR();
}
static void GLAPIENTRY
TAG(VertexAttribI3ui)(GLuint index, GLuint x, GLuint y, GLuint z)
{
GET_CURRENT_CONTEXT(ctx);
if (index == 0)
ATTR3UI(0, x, y, z);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR3UI(VBO_ATTRIB_GENERIC0 + index, x, y, z);
else
ERROR();
}
static void GLAPIENTRY
TAG(VertexAttribI4ui)(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
{
GET_CURRENT_CONTEXT(ctx);
if (index == 0)
ATTR4UI(0, x, y, z, w);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR4UI(VBO_ATTRIB_GENERIC0 + index, x, y, z, w);
else
ERROR();
}
static void GLAPIENTRY
TAG(VertexAttribI2uiv)(GLuint index, const GLuint *v)
{
GET_CURRENT_CONTEXT(ctx);
if (index == 0)
ATTR2UIV(0, v);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR2UIV(VBO_ATTRIB_GENERIC0 + index, v);
else
ERROR();
}
static void GLAPIENTRY
TAG(VertexAttribI3uiv)(GLuint index, const GLuint *v)
{
GET_CURRENT_CONTEXT(ctx);
if (index == 0)
ATTR3UIV(0, v);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR3UIV(VBO_ATTRIB_GENERIC0 + index, v);
else
ERROR();
}
static void GLAPIENTRY
TAG(VertexAttribI4uiv)(GLuint index, const GLuint *v)
{
GET_CURRENT_CONTEXT(ctx);
if (index == 0)
ATTR4UIV(0, v);
else if (index < MAX_VERTEX_GENERIC_ATTRIBS)
ATTR4UIV(VBO_ATTRIB_GENERIC0 + index, v);
else
ERROR();
}
/* In addition to supporting NV_vertex_program, these entrypoints are
* used by the display list and other code specifically because of
* their property of aliasing with other attributes. (See

View file

@ -658,6 +658,24 @@ static void vbo_exec_vtxfmt_init( struct vbo_exec_context *exec )
vfmt->VertexAttrib4fNV = vbo_VertexAttrib4fNV;
vfmt->VertexAttrib4fvNV = vbo_VertexAttrib4fvNV;
/* integer-valued */
vfmt->VertexAttribI1i = vbo_VertexAttribI1i;
vfmt->VertexAttribI2i = vbo_VertexAttribI2i;
vfmt->VertexAttribI3i = vbo_VertexAttribI3i;
vfmt->VertexAttribI4i = vbo_VertexAttribI4i;
vfmt->VertexAttribI2iv = vbo_VertexAttribI2iv;
vfmt->VertexAttribI3iv = vbo_VertexAttribI3iv;
vfmt->VertexAttribI4iv = vbo_VertexAttribI4iv;
/* unsigned integer-valued */
vfmt->VertexAttribI1ui = vbo_VertexAttribI1ui;
vfmt->VertexAttribI2ui = vbo_VertexAttribI2ui;
vfmt->VertexAttribI3ui = vbo_VertexAttribI3ui;
vfmt->VertexAttribI4ui = vbo_VertexAttribI4ui;
vfmt->VertexAttribI2uiv = vbo_VertexAttribI2uiv;
vfmt->VertexAttribI3uiv = vbo_VertexAttribI3uiv;
vfmt->VertexAttribI4uiv = vbo_VertexAttribI4uiv;
vfmt->Materialfv = vbo_Materialfv;
vfmt->EdgeFlag = vbo_EdgeFlag;

View file

@ -1065,6 +1065,24 @@ static void _save_vtxfmt_init( struct gl_context *ctx )
vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV;
vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV;
/* integer-valued */
vfmt->VertexAttribI1i = _save_VertexAttribI1i;
vfmt->VertexAttribI2i = _save_VertexAttribI2i;
vfmt->VertexAttribI3i = _save_VertexAttribI3i;
vfmt->VertexAttribI4i = _save_VertexAttribI4i;
vfmt->VertexAttribI2iv = _save_VertexAttribI2iv;
vfmt->VertexAttribI3iv = _save_VertexAttribI3iv;
vfmt->VertexAttribI4iv = _save_VertexAttribI4iv;
/* unsigned integer-valued */
vfmt->VertexAttribI1ui = _save_VertexAttribI1ui;
vfmt->VertexAttribI2ui = _save_VertexAttribI2ui;
vfmt->VertexAttribI3ui = _save_VertexAttribI3ui;
vfmt->VertexAttribI4ui = _save_VertexAttribI4ui;
vfmt->VertexAttribI2uiv = _save_VertexAttribI2uiv;
vfmt->VertexAttribI3uiv = _save_VertexAttribI3uiv;
vfmt->VertexAttribI4uiv = _save_VertexAttribI4uiv;
/* This will all require us to fallback to saving the list as opcodes:
*/
_MESA_INIT_DLIST_VTXFMT(vfmt, _save_); /* inside begin/end */