diff options
author | Ian Romanick <idr@us.ibm.com> | 2006-06-12 16:26:29 +0000 |
---|---|---|
committer | Ian Romanick <idr@us.ibm.com> | 2006-06-12 16:26:29 +0000 |
commit | ee34e6ef716bb630440299ac1efbc2055ef09ffd (patch) | |
tree | 561a6314f8115c8dfafc7a3336c89d43f21a301a /src/mesa/array_cache | |
parent | 6254d5904366ae17cb707ee70ff1ce76092f9c81 (diff) |
Add support for GL_APPLE_vertex_array_object. Several test programs
and demos are also added.
Adding basic support to drivers should be as easy as just enabling the
extension, though thorough test would also be required.
Diffstat (limited to 'src/mesa/array_cache')
-rw-r--r-- | src/mesa/array_cache/ac_context.c | 2 | ||||
-rw-r--r-- | src/mesa/array_cache/ac_import.c | 40 |
2 files changed, 21 insertions, 21 deletions
diff --git a/src/mesa/array_cache/ac_context.c b/src/mesa/array_cache/ac_context.c index ff143c13e2..5d5ad5e363 100644 --- a/src/mesa/array_cache/ac_context.c +++ b/src/mesa/array_cache/ac_context.c @@ -292,7 +292,7 @@ static void _ac_raw_init( GLcontext *ctx ) ac->Raw.Index = ac->Fallback.Index; ac->Raw.Normal = ac->Fallback.Normal; ac->Raw.SecondaryColor = ac->Fallback.SecondaryColor; - ac->Raw.Vertex = ctx->Array.Vertex; + ac->Raw.Vertex = ctx->Array.ArrayObj->Vertex; ac->IsCached.Color = GL_FALSE; ac->IsCached.EdgeFlag = GL_FALSE; diff --git a/src/mesa/array_cache/ac_import.c b/src/mesa/array_cache/ac_import.c index 62206002cd..deae44ab72 100644 --- a/src/mesa/array_cache/ac_import.c +++ b/src/mesa/array_cache/ac_import.c @@ -50,8 +50,8 @@ reset_texcoord( GLcontext *ctx, GLuint unit ) { ACcontext *ac = AC_CONTEXT(ctx); - if (ctx->Array.TexCoord[unit].Enabled) { - ac->Raw.TexCoord[unit] = ctx->Array.TexCoord[unit]; + if (ctx->Array.ArrayObj->TexCoord[unit].Enabled) { + ac->Raw.TexCoord[unit] = ctx->Array.ArrayObj->TexCoord[unit]; STRIDE_ARRAY(ac->Raw.TexCoord[unit], ac->start); } else { @@ -73,9 +73,9 @@ static void reset_vertex( GLcontext *ctx ) { ACcontext *ac = AC_CONTEXT(ctx); - ASSERT(ctx->Array.Vertex.Enabled - || (ctx->VertexProgram._Enabled && ctx->Array.VertexAttrib[0].Enabled)); - ac->Raw.Vertex = ctx->Array.Vertex; + ASSERT(ctx->Array.ArrayObj->Vertex.Enabled + || (ctx->VertexProgram._Enabled && ctx->Array.ArrayObj->VertexAttrib[0].Enabled)); + ac->Raw.Vertex = ctx->Array.ArrayObj->Vertex; STRIDE_ARRAY(ac->Raw.Vertex, ac->start); ac->IsCached.Vertex = GL_FALSE; ac->NewArrayState &= ~_NEW_ARRAY_VERTEX; @@ -87,8 +87,8 @@ reset_normal( GLcontext *ctx ) { ACcontext *ac = AC_CONTEXT(ctx); - if (ctx->Array.Normal.Enabled) { - ac->Raw.Normal = ctx->Array.Normal; + if (ctx->Array.ArrayObj->Normal.Enabled) { + ac->Raw.Normal = ctx->Array.ArrayObj->Normal; STRIDE_ARRAY(ac->Raw.Normal, ac->start); } else { @@ -105,8 +105,8 @@ reset_color( GLcontext *ctx ) { ACcontext *ac = AC_CONTEXT(ctx); - if (ctx->Array.Color.Enabled) { - ac->Raw.Color = ctx->Array.Color; + if (ctx->Array.ArrayObj->Color.Enabled) { + ac->Raw.Color = ctx->Array.ArrayObj->Color; STRIDE_ARRAY(ac->Raw.Color, ac->start); } else @@ -122,8 +122,8 @@ reset_secondarycolor( GLcontext *ctx ) { ACcontext *ac = AC_CONTEXT(ctx); - if (ctx->Array.SecondaryColor.Enabled) { - ac->Raw.SecondaryColor = ctx->Array.SecondaryColor; + if (ctx->Array.ArrayObj->SecondaryColor.Enabled) { + ac->Raw.SecondaryColor = ctx->Array.ArrayObj->SecondaryColor; STRIDE_ARRAY(ac->Raw.SecondaryColor, ac->start); } else @@ -139,8 +139,8 @@ reset_index( GLcontext *ctx ) { ACcontext *ac = AC_CONTEXT(ctx); - if (ctx->Array.Index.Enabled) { - ac->Raw.Index = ctx->Array.Index; + if (ctx->Array.ArrayObj->Index.Enabled) { + ac->Raw.Index = ctx->Array.ArrayObj->Index; STRIDE_ARRAY(ac->Raw.Index, ac->start); } else @@ -156,8 +156,8 @@ reset_fogcoord( GLcontext *ctx ) { ACcontext *ac = AC_CONTEXT(ctx); - if (ctx->Array.FogCoord.Enabled) { - ac->Raw.FogCoord = ctx->Array.FogCoord; + if (ctx->Array.ArrayObj->FogCoord.Enabled) { + ac->Raw.FogCoord = ctx->Array.ArrayObj->FogCoord; STRIDE_ARRAY(ac->Raw.FogCoord, ac->start); } else @@ -173,8 +173,8 @@ reset_edgeflag( GLcontext *ctx ) { ACcontext *ac = AC_CONTEXT(ctx); - if (ctx->Array.EdgeFlag.Enabled) { - ac->Raw.EdgeFlag = ctx->Array.EdgeFlag; + if (ctx->Array.ArrayObj->EdgeFlag.Enabled) { + ac->Raw.EdgeFlag = ctx->Array.ArrayObj->EdgeFlag; STRIDE_ARRAY(ac->Raw.EdgeFlag, ac->start); } else @@ -190,8 +190,8 @@ reset_attrib( GLcontext *ctx, GLuint index ) { ACcontext *ac = AC_CONTEXT(ctx); - if (ctx->Array.VertexAttrib[index].Enabled) { - ac->Raw.Attrib[index] = ctx->Array.VertexAttrib[index]; + if (ctx->Array.ArrayObj->VertexAttrib[index].Enabled) { + ac->Raw.Attrib[index] = ctx->Array.ArrayObj->VertexAttrib[index]; STRIDE_ARRAY(ac->Raw.Attrib[index], ac->start); } else @@ -831,7 +831,7 @@ _ac_import_range( GLcontext *ctx, GLuint start, GLuint count ) * the whole locked range always be dealt with, otherwise hard to * maintain cached data in the face of clipping. */ - ac->NewArrayState |= ~ctx->Array._Enabled; + ac->NewArrayState |= ~ctx->Array.ArrayObj->_Enabled; ac->start = ctx->Array.LockFirst; ac->count = ctx->Array.LockCount; ASSERT(ac->start == start); /* hmm? */ |