revert to version 1.18 for now to fix segfaults in some applications

This commit is contained in:
Roland Scheidegger 2004-02-11 01:06:03 +00:00
parent f64f940281
commit faaf78aeb0

View file

@ -1,8 +1,8 @@
/*
* Mesa 3-D graphics library
* Version: 6.1
* Version: 5.1
*
* Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
* Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@ -34,37 +34,31 @@
#include "macros.h"
#include "mtypes.h"
typedef void (GLAPIENTRY *texarray_func)( GLenum, const void * );
typedef struct {
GLint unit;
struct gl_client_array *array;
texarray_func func;
} AEtexarray;
typedef void (GLAPIENTRY *array_func)( const void * );
typedef struct {
const struct gl_client_array *array;
struct gl_client_array *array;
array_func func;
} AEarray;
typedef void (GLAPIENTRY *attrib_func)( GLuint indx, const void *data );
typedef struct {
const struct gl_client_array *array;
attrib_func func;
GLuint index;
} AEattrib;
typedef struct {
AEtexarray texarrays[MAX_TEXTURE_COORD_UNITS + 1];
AEarray arrays[32];
AEattrib attribs[VERT_ATTRIB_MAX + 1];
GLuint NewState;
} AEcontext;
#define AE_CONTEXT(ctx) ((AEcontext *)(ctx)->aelt_context)
/*
* Convert GL_BYTE, GL_UNSIGNED_BYTE, .. GL_DOUBLE into an integer
* in the range [0, 7]. Luckily these type tokens are sequentially
* numbered in gl.h
*/
#define TYPE_IDX(t) ((t) & 0xf)
static void (GLAPIENTRY *colorfuncs[2][8])( const void * ) = {
{ (array_func)glColor3bv,
(array_func)glColor3ubv,
@ -114,6 +108,45 @@ static void (GLAPIENTRY *vertexfuncs[3][8])( const void * ) = {
(array_func)glVertex4dv }
};
static void (GLAPIENTRY *multitexfuncs[4][8])( GLenum, const void * ) = {
{ 0,
0,
(texarray_func)glMultiTexCoord1svARB,
0,
(texarray_func)glMultiTexCoord1ivARB,
0,
(texarray_func)glMultiTexCoord1fvARB,
(texarray_func)glMultiTexCoord1dvARB },
{ 0,
0,
(texarray_func)glMultiTexCoord2svARB,
0,
(texarray_func)glMultiTexCoord2ivARB,
0,
(texarray_func)glMultiTexCoord2fvARB,
(texarray_func)glMultiTexCoord2dvARB },
{ 0,
0,
(texarray_func)glMultiTexCoord3svARB,
0,
(texarray_func)glMultiTexCoord3ivARB,
0,
(texarray_func)glMultiTexCoord3fvARB,
(texarray_func)glMultiTexCoord3dvARB },
{ 0,
0,
(texarray_func)glMultiTexCoord4svARB,
0,
(texarray_func)glMultiTexCoord4ivARB,
0,
(texarray_func)glMultiTexCoord4fvARB,
(texarray_func)glMultiTexCoord4dvARB }
};
static void (GLAPIENTRY *indexfuncs[8])( const void * ) = {
0,
(array_func)glIndexubv,
@ -125,6 +158,7 @@ static void (GLAPIENTRY *indexfuncs[8])( const void * ) = {
(array_func)glIndexdv
};
static void (GLAPIENTRY *normalfuncs[8])( const void * ) = {
(array_func)glNormal3bv,
0,
@ -213,442 +247,6 @@ static void (GLAPIENTRY *fogcoordfuncs[8])( const void * ) = {
};
/**********************************************************************/
/* GL_BYTE attributes */
static void VertexAttrib1Nbv(GLuint index, const GLbyte *v)
{
_glapi_Dispatch->VertexAttrib1fNV(index, BYTE_TO_FLOAT(v[0]));
}
static void VertexAttrib1bv(GLuint index, const GLbyte *v)
{
_glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
}
static void VertexAttrib2Nbv(GLuint index, const GLbyte *v)
{
_glapi_Dispatch->VertexAttrib2fNV(index, BYTE_TO_FLOAT(v[0]),
BYTE_TO_FLOAT(v[1]));
}
static void VertexAttrib2bv(GLuint index, const GLbyte *v)
{
_glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
}
static void VertexAttrib3Nbv(GLuint index, const GLbyte *v)
{
_glapi_Dispatch->VertexAttrib3fNV(index, BYTE_TO_FLOAT(v[0]),
BYTE_TO_FLOAT(v[1]),
BYTE_TO_FLOAT(v[2]));
}
static void VertexAttrib3bv(GLuint index, const GLbyte *v)
{
_glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
}
static void VertexAttrib4Nbv(GLuint index, const GLbyte *v)
{
_glapi_Dispatch->VertexAttrib4fNV(index, BYTE_TO_FLOAT(v[0]),
BYTE_TO_FLOAT(v[1]),
BYTE_TO_FLOAT(v[2]),
BYTE_TO_FLOAT(v[3]));
}
static void VertexAttrib4bv(GLuint index, const GLbyte *v)
{
_glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
}
/* GL_UNSIGNED_BYTE attributes */
static void VertexAttrib1Nubv(GLuint index, const GLubyte *v)
{
_glapi_Dispatch->VertexAttrib1fNV(index, UBYTE_TO_FLOAT(v[0]));
}
static void VertexAttrib1ubv(GLuint index, const GLubyte *v)
{
_glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
}
static void VertexAttrib2Nubv(GLuint index, const GLubyte *v)
{
_glapi_Dispatch->VertexAttrib2fNV(index, UBYTE_TO_FLOAT(v[0]),
UBYTE_TO_FLOAT(v[1]));
}
static void VertexAttrib2ubv(GLuint index, const GLubyte *v)
{
_glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
}
static void VertexAttrib3Nubv(GLuint index, const GLubyte *v)
{
_glapi_Dispatch->VertexAttrib3fNV(index, UBYTE_TO_FLOAT(v[0]),
UBYTE_TO_FLOAT(v[1]),
UBYTE_TO_FLOAT(v[2]));
}
static void VertexAttrib3ubv(GLuint index, const GLubyte *v)
{
_glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
}
static void VertexAttrib4Nubv(GLuint index, const GLubyte *v)
{
_glapi_Dispatch->VertexAttrib4fNV(index, UBYTE_TO_FLOAT(v[0]),
UBYTE_TO_FLOAT(v[1]),
UBYTE_TO_FLOAT(v[2]),
UBYTE_TO_FLOAT(v[3]));
}
static void VertexAttrib4ubv(GLuint index, const GLubyte *v)
{
_glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
}
/* GL_SHORT attributes */
static void VertexAttrib1Nsv(GLuint index, const GLshort *v)
{
_glapi_Dispatch->VertexAttrib1fNV(index, SHORT_TO_FLOAT(v[0]));
}
static void VertexAttrib1sv(GLuint index, const GLshort *v)
{
_glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
}
static void VertexAttrib2Nsv(GLuint index, const GLshort *v)
{
_glapi_Dispatch->VertexAttrib2fNV(index, SHORT_TO_FLOAT(v[0]),
SHORT_TO_FLOAT(v[1]));
}
static void VertexAttrib2sv(GLuint index, const GLshort *v)
{
_glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
}
static void VertexAttrib3Nsv(GLuint index, const GLshort *v)
{
_glapi_Dispatch->VertexAttrib3fNV(index, SHORT_TO_FLOAT(v[0]),
SHORT_TO_FLOAT(v[1]),
SHORT_TO_FLOAT(v[2]));
}
static void VertexAttrib3sv(GLuint index, const GLshort *v)
{
_glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
}
static void VertexAttrib4Nsv(GLuint index, const GLshort *v)
{
_glapi_Dispatch->VertexAttrib4fNV(index, SHORT_TO_FLOAT(v[0]),
SHORT_TO_FLOAT(v[1]),
SHORT_TO_FLOAT(v[2]),
SHORT_TO_FLOAT(v[3]));
}
static void VertexAttrib4sv(GLuint index, const GLshort *v)
{
_glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
}
/* GL_UNSIGNED_SHORT attributes */
static void VertexAttrib1Nusv(GLuint index, const GLushort *v)
{
_glapi_Dispatch->VertexAttrib1fNV(index, USHORT_TO_FLOAT(v[0]));
}
static void VertexAttrib1usv(GLuint index, const GLushort *v)
{
_glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
}
static void VertexAttrib2Nusv(GLuint index, const GLushort *v)
{
_glapi_Dispatch->VertexAttrib2fNV(index, USHORT_TO_FLOAT(v[0]),
USHORT_TO_FLOAT(v[1]));
}
static void VertexAttrib2usv(GLuint index, const GLushort *v)
{
_glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
}
static void VertexAttrib3Nusv(GLuint index, const GLushort *v)
{
_glapi_Dispatch->VertexAttrib3fNV(index, USHORT_TO_FLOAT(v[0]),
USHORT_TO_FLOAT(v[1]),
USHORT_TO_FLOAT(v[2]));
}
static void VertexAttrib3usv(GLuint index, const GLushort *v)
{
_glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
}
static void VertexAttrib4Nusv(GLuint index, const GLushort *v)
{
_glapi_Dispatch->VertexAttrib4fNV(index, USHORT_TO_FLOAT(v[0]),
USHORT_TO_FLOAT(v[1]),
USHORT_TO_FLOAT(v[2]),
USHORT_TO_FLOAT(v[3]));
}
static void VertexAttrib4usv(GLuint index, const GLushort *v)
{
_glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
}
/* GL_INT attributes */
static void VertexAttrib1Niv(GLuint index, const GLint *v)
{
_glapi_Dispatch->VertexAttrib1fNV(index, INT_TO_FLOAT(v[0]));
}
static void VertexAttrib1iv(GLuint index, const GLint *v)
{
_glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
}
static void VertexAttrib2Niv(GLuint index, const GLint *v)
{
_glapi_Dispatch->VertexAttrib2fNV(index, INT_TO_FLOAT(v[0]),
INT_TO_FLOAT(v[1]));
}
static void VertexAttrib2iv(GLuint index, const GLint *v)
{
_glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
}
static void VertexAttrib3Niv(GLuint index, const GLint *v)
{
_glapi_Dispatch->VertexAttrib3fNV(index, INT_TO_FLOAT(v[0]),
INT_TO_FLOAT(v[1]),
INT_TO_FLOAT(v[2]));
}
static void VertexAttrib3iv(GLuint index, const GLint *v)
{
_glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
}
static void VertexAttrib4Niv(GLuint index, const GLint *v)
{
_glapi_Dispatch->VertexAttrib4fNV(index, INT_TO_FLOAT(v[0]),
INT_TO_FLOAT(v[1]),
INT_TO_FLOAT(v[2]),
INT_TO_FLOAT(v[3]));
}
static void VertexAttrib4iv(GLuint index, const GLint *v)
{
_glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
}
/* GL_UNSIGNED_INT attributes */
static void VertexAttrib1Nuiv(GLuint index, const GLuint *v)
{
_glapi_Dispatch->VertexAttrib1fNV(index, UINT_TO_FLOAT(v[0]));
}
static void VertexAttrib1uiv(GLuint index, const GLuint *v)
{
_glapi_Dispatch->VertexAttrib1fNV(index, v[0]);
}
static void VertexAttrib2Nuiv(GLuint index, const GLuint *v)
{
_glapi_Dispatch->VertexAttrib2fNV(index, UINT_TO_FLOAT(v[0]),
UINT_TO_FLOAT(v[1]));
}
static void VertexAttrib2uiv(GLuint index, const GLuint *v)
{
_glapi_Dispatch->VertexAttrib2fNV(index, v[0], v[1]);
}
static void VertexAttrib3Nuiv(GLuint index, const GLuint *v)
{
_glapi_Dispatch->VertexAttrib3fNV(index, UINT_TO_FLOAT(v[0]),
UINT_TO_FLOAT(v[1]),
UINT_TO_FLOAT(v[2]));
}
static void VertexAttrib3uiv(GLuint index, const GLuint *v)
{
_glapi_Dispatch->VertexAttrib3fNV(index, v[0], v[1], v[2]);
}
static void VertexAttrib4Nuiv(GLuint index, const GLuint *v)
{
_glapi_Dispatch->VertexAttrib4fNV(index, UINT_TO_FLOAT(v[0]),
UINT_TO_FLOAT(v[1]),
UINT_TO_FLOAT(v[2]),
UINT_TO_FLOAT(v[3]));
}
static void VertexAttrib4uiv(GLuint index, const GLuint *v)
{
_glapi_Dispatch->VertexAttrib4fNV(index, v[0], v[1], v[2], v[3]);
}
/* GL_FLOAT attributes */
static void VertexAttrib1fv(GLuint index, const GLfloat *v)
{
_glapi_Dispatch->VertexAttrib1fvNV(index, v);
}
static void VertexAttrib2fv(GLuint index, const GLfloat *v)
{
_glapi_Dispatch->VertexAttrib2fvNV(index, v);
}
static void VertexAttrib3fv(GLuint index, const GLfloat *v)
{
_glapi_Dispatch->VertexAttrib3fvNV(index, v);
}
static void VertexAttrib4fv(GLuint index, const GLfloat *v)
{
_glapi_Dispatch->VertexAttrib4fvNV(index, v);
}
/* GL_DOUBLE attributes */
static void VertexAttrib1dv(GLuint index, const GLdouble *v)
{
_glapi_Dispatch->VertexAttrib1dvNV(index, v);
}
static void VertexAttrib2dv(GLuint index, const GLdouble *v)
{
_glapi_Dispatch->VertexAttrib2dvNV(index, v);
}
static void VertexAttrib3dv(GLuint index, const GLdouble *v)
{
_glapi_Dispatch->VertexAttrib3dvNV(index, v);
}
static void VertexAttrib4dv(GLuint index, const GLdouble *v)
{
_glapi_Dispatch->VertexAttrib4dvNV(index, v);
}
/*
* Array [size][type] of VertexAttrib functions
*/
static void (GLAPIENTRY *attribfuncs[2][4][8])( GLuint, const void * ) = {
{
/* non-normalized */
{
/* size 1 */
(attrib_func) VertexAttrib1bv,
(attrib_func) VertexAttrib1ubv,
(attrib_func) VertexAttrib1sv,
(attrib_func) VertexAttrib1usv,
(attrib_func) VertexAttrib1iv,
(attrib_func) VertexAttrib1uiv,
(attrib_func) VertexAttrib1fv,
(attrib_func) VertexAttrib1dv
},
{
/* size 2 */
(attrib_func) VertexAttrib2bv,
(attrib_func) VertexAttrib2ubv,
(attrib_func) VertexAttrib2sv,
(attrib_func) VertexAttrib2usv,
(attrib_func) VertexAttrib2iv,
(attrib_func) VertexAttrib2uiv,
(attrib_func) VertexAttrib2fv,
(attrib_func) VertexAttrib2dv
},
{
/* size 3 */
(attrib_func) VertexAttrib3bv,
(attrib_func) VertexAttrib3ubv,
(attrib_func) VertexAttrib3sv,
(attrib_func) VertexAttrib3usv,
(attrib_func) VertexAttrib3iv,
(attrib_func) VertexAttrib3uiv,
(attrib_func) VertexAttrib3fv,
(attrib_func) VertexAttrib3dv
},
{
/* size 4 */
(attrib_func) VertexAttrib4bv,
(attrib_func) VertexAttrib4ubv,
(attrib_func) VertexAttrib4sv,
(attrib_func) VertexAttrib4usv,
(attrib_func) VertexAttrib4iv,
(attrib_func) VertexAttrib4uiv,
(attrib_func) VertexAttrib4fv,
(attrib_func) VertexAttrib4dv
}
},
{
/* normalized (except for float/double) */
{
/* size 1 */
(attrib_func) VertexAttrib1Nbv,
(attrib_func) VertexAttrib1Nubv,
(attrib_func) VertexAttrib1Nsv,
(attrib_func) VertexAttrib1Nusv,
(attrib_func) VertexAttrib1Niv,
(attrib_func) VertexAttrib1Nuiv,
(attrib_func) VertexAttrib1fv,
(attrib_func) VertexAttrib1dv
},
{
/* size 2 */
(attrib_func) VertexAttrib2Nbv,
(attrib_func) VertexAttrib2Nubv,
(attrib_func) VertexAttrib2Nsv,
(attrib_func) VertexAttrib2Nusv,
(attrib_func) VertexAttrib2Niv,
(attrib_func) VertexAttrib2Nuiv,
(attrib_func) VertexAttrib2fv,
(attrib_func) VertexAttrib2dv
},
{
/* size 3 */
(attrib_func) VertexAttrib3Nbv,
(attrib_func) VertexAttrib3Nubv,
(attrib_func) VertexAttrib3Nsv,
(attrib_func) VertexAttrib3Nusv,
(attrib_func) VertexAttrib3Niv,
(attrib_func) VertexAttrib3Nuiv,
(attrib_func) VertexAttrib3fv,
(attrib_func) VertexAttrib3dv
},
{
/* size 4 */
(attrib_func) VertexAttrib4Nbv,
(attrib_func) VertexAttrib4Nubv,
(attrib_func) VertexAttrib4Nsv,
(attrib_func) VertexAttrib4Nusv,
(attrib_func) VertexAttrib4Niv,
(attrib_func) VertexAttrib4Nuiv,
(attrib_func) VertexAttrib4fv,
(attrib_func) VertexAttrib4dv
}
}
};
/**********************************************************************/
GLboolean _ae_create_context( GLcontext *ctx )
{
@ -673,139 +271,68 @@ 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);
*/
static void _ae_update_state( GLcontext *ctx )
{
AEcontext *actx = AE_CONTEXT(ctx);
AEtexarray *ta = actx->texarrays;
AEarray *aa = actx->arrays;
AEattrib *at = actx->attribs;
GLuint i;
/* yuck, no generic array to correspond to color index or edge flag */
for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++)
if (ctx->Array.TexCoord[i].Enabled) {
ta->unit = i;
ta->array = &ctx->Array.TexCoord[i];
ta->func = multitexfuncs[ta->array->Size-1][TYPE_IDX(ta->array->Type)];
ta++;
}
ta->func = 0;
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.Normal.Enabled) {
aa->array = &ctx->Array.Normal;
aa->func = normalfuncs[TYPE_IDX(aa->array->Type)];
aa++;
}
if (ctx->Array.Index.Enabled) {
aa->array = &ctx->Array.Index;
aa->func = indexfuncs[TYPE_IDX(aa->array->Type)];
aa++;
}
if (ctx->Array.EdgeFlag.Enabled) {
aa->array = &ctx->Array.EdgeFlag;
aa->func = (array_func) glEdgeFlagv;
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 */;
}
}
/* Save glVertexAttrib call (may be for glMultiTexCoord) */
if (attribArray) {
at->array = attribArray;
if (attribArray->Type == GL_FLOAT) {
switch (attribArray->Size) {
case 1:
at->func = (attrib_func) _glapi_Dispatch->VertexAttrib1fvNV;
break;
case 2:
at->func = (attrib_func) _glapi_Dispatch->VertexAttrib2fvNV;
break;
case 3:
at->func = (attrib_func) _glapi_Dispatch->VertexAttrib3fvNV;
break;
case 4:
at->func = (attrib_func) _glapi_Dispatch->VertexAttrib4fvNV;
break;
}
}
else
{
at->func = attribfuncs[at->array->Normalized][at->array->Size-1][TYPE_IDX(at->array->Type)];
}
at->index = index;
at++;
}
if (ctx->Array.FogCoord.Enabled) {
aa->array = &ctx->Array.FogCoord;
aa->func = fogcoordfuncs[TYPE_IDX(aa->array->Type)];
aa++;
}
ASSERT(at - actx->attribs <= VERT_ATTRIB_MAX);
ASSERT(aa - actx->arrays < 32);
at->func = NULL; /* terminate the list */
aa->func = NULL; /* terminate the list */
if (ctx->Array.SecondaryColor.Enabled) {
aa->array = &ctx->Array.SecondaryColor;
aa->func = secondarycolorfuncs[TYPE_IDX(aa->array->Type)];
aa++;
}
/* Must be last
*/
if (ctx->Array.Vertex.Enabled) {
aa->array = &ctx->Array.Vertex;
aa->func = vertexfuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)];
aa++;
}
aa->func = 0;
actx->NewState = 0;
}
@ -813,26 +340,26 @@ static void _ae_update_state( GLcontext *ctx )
void GLAPIENTRY _ae_loopback_array_elt( GLint elt )
{
GET_CURRENT_CONTEXT(ctx);
const AEcontext *actx = AE_CONTEXT(ctx);
const AEarray *aa;
const AEattrib *at;
AEcontext *actx = AE_CONTEXT(ctx);
AEtexarray *ta;
AEarray *aa;
if (actx->NewState)
_ae_update_state( ctx );
/* generic attributes */
for (at = actx->attribs; at->func; at++) {
const GLubyte *src = at->array->BufferObj->Data
+ (GLuint) at->array->Ptr
+ elt * at->array->StrideB;
at->func( at->index, src );
for (ta = actx->texarrays ; ta->func ; ta++) {
GLubyte *src = ta->array->BufferObj->Data
+ (GLuint) ta->array->Ptr
+ elt * ta->array->StrideB;
ta->func( ta->unit + GL_TEXTURE0_ARB, src);
}
/* conventional arrays */
for (aa = actx->arrays; aa->func ; aa++) {
const GLubyte *src = aa->array->BufferObj->Data
+ (GLuint) aa->array->Ptr
+ elt * aa->array->StrideB;
/* Must be last
*/
for (aa = actx->arrays ; aa->func ; aa++) {
GLubyte *src = aa->array->BufferObj->Data
+ (GLuint) aa->array->Ptr
+ elt * aa->array->StrideB;
aa->func( src );
}
}