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📄 api_arrayelt.c

📁 winNT技术操作系统,国外开放的原代码和LIUX一样
💻 C
📖 第 1 页 / 共 2 页
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{
   CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, INT_TO_FLOAT(v[0]),
					       INT_TO_FLOAT(v[1]),
					       INT_TO_FLOAT(v[2])));
}

static void GLAPIENTRY VertexAttrib3ivNV(GLuint index, const GLint *v)
{
   CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, v[0], v[1], v[2]));
}

static void GLAPIENTRY VertexAttrib4NivNV(GLuint index, const GLint *v)
{
   CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, INT_TO_FLOAT(v[0]),
					       INT_TO_FLOAT(v[1]),
					       INT_TO_FLOAT(v[2]),
					       INT_TO_FLOAT(v[3])));
}

static void GLAPIENTRY VertexAttrib4ivNV(GLuint index, const GLint *v)
{
   CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, v[0], v[1], v[2], v[3]));
}

/* GL_UNSIGNED_INT attributes */

static void GLAPIENTRY VertexAttrib1NuivNV(GLuint index, const GLuint *v)
{
   CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, UINT_TO_FLOAT(v[0])));
}

static void GLAPIENTRY VertexAttrib1uivNV(GLuint index, const GLuint *v)
{
   CALL_VertexAttrib1fNV(GET_DISPATCH(), (index, v[0]));
}

static void GLAPIENTRY VertexAttrib2NuivNV(GLuint index, const GLuint *v)
{
   CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, UINT_TO_FLOAT(v[0]),
					       UINT_TO_FLOAT(v[1])));
}

static void GLAPIENTRY VertexAttrib2uivNV(GLuint index, const GLuint *v)
{
   CALL_VertexAttrib2fNV(GET_DISPATCH(), (index, v[0], v[1]));
}

static void GLAPIENTRY VertexAttrib3NuivNV(GLuint index, const GLuint *v)
{
   CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, UINT_TO_FLOAT(v[0]),
					       UINT_TO_FLOAT(v[1]),
					       UINT_TO_FLOAT(v[2])));
}

static void GLAPIENTRY VertexAttrib3uivNV(GLuint index, const GLuint *v)
{
   CALL_VertexAttrib3fNV(GET_DISPATCH(), (index, v[0], v[1], v[2]));
}

static void GLAPIENTRY VertexAttrib4NuivNV(GLuint index, const GLuint *v)
{
   CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, UINT_TO_FLOAT(v[0]),
					       UINT_TO_FLOAT(v[1]),
					       UINT_TO_FLOAT(v[2]),
					       UINT_TO_FLOAT(v[3])));
}

static void GLAPIENTRY VertexAttrib4uivNV(GLuint index, const GLuint *v)
{
   CALL_VertexAttrib4fNV(GET_DISPATCH(), (index, v[0], v[1], v[2], v[3]));
}

/* GL_FLOAT attributes */

static void GLAPIENTRY VertexAttrib1fvNV(GLuint index, const GLfloat *v)
{
   CALL_VertexAttrib1fvNV(GET_DISPATCH(), (index, v));
}

static void GLAPIENTRY VertexAttrib2fvNV(GLuint index, const GLfloat *v)
{
   CALL_VertexAttrib2fvNV(GET_DISPATCH(), (index, v));
}

static void GLAPIENTRY VertexAttrib3fvNV(GLuint index, const GLfloat *v)
{
   CALL_VertexAttrib3fvNV(GET_DISPATCH(), (index, v));
}

static void GLAPIENTRY VertexAttrib4fvNV(GLuint index, const GLfloat *v)
{
   CALL_VertexAttrib4fvNV(GET_DISPATCH(), (index, v));
}

/* GL_DOUBLE attributes */

static void GLAPIENTRY VertexAttrib1dvNV(GLuint index, const GLdouble *v)
{
   CALL_VertexAttrib1dvNV(GET_DISPATCH(), (index, v));
}

static void GLAPIENTRY VertexAttrib2dvNV(GLuint index, const GLdouble *v)
{
   CALL_VertexAttrib2dvNV(GET_DISPATCH(), (index, v));
}

static void GLAPIENTRY VertexAttrib3dvNV(GLuint index, const GLdouble *v)
{
   CALL_VertexAttrib3dvNV(GET_DISPATCH(), (index, v));
}

static void GLAPIENTRY VertexAttrib4dvNV(GLuint index, const GLdouble *v)
{
   CALL_VertexAttrib4dvNV(GET_DISPATCH(), (index, v));
}


/*
 * Array [size][type] of VertexAttrib functions
 */
static attrib_func AttribFuncsNV[2][4][8] = {
   {
      /* non-normalized */
      {
         /* size 1 */
         (attrib_func) VertexAttrib1bvNV,
         (attrib_func) VertexAttrib1ubvNV,
         (attrib_func) VertexAttrib1svNV,
         (attrib_func) VertexAttrib1usvNV,
         (attrib_func) VertexAttrib1ivNV,
         (attrib_func) VertexAttrib1uivNV,
         (attrib_func) VertexAttrib1fvNV,
         (attrib_func) VertexAttrib1dvNV
      },
      {
         /* size 2 */
         (attrib_func) VertexAttrib2bvNV,
         (attrib_func) VertexAttrib2ubvNV,
         (attrib_func) VertexAttrib2svNV,
         (attrib_func) VertexAttrib2usvNV,
         (attrib_func) VertexAttrib2ivNV,
         (attrib_func) VertexAttrib2uivNV,
         (attrib_func) VertexAttrib2fvNV,
         (attrib_func) VertexAttrib2dvNV
      },
      {
         /* size 3 */
         (attrib_func) VertexAttrib3bvNV,
         (attrib_func) VertexAttrib3ubvNV,
         (attrib_func) VertexAttrib3svNV,
         (attrib_func) VertexAttrib3usvNV,
         (attrib_func) VertexAttrib3ivNV,
         (attrib_func) VertexAttrib3uivNV,
         (attrib_func) VertexAttrib3fvNV,
         (attrib_func) VertexAttrib3dvNV
      },
      {
         /* size 4 */
         (attrib_func) VertexAttrib4bvNV,
         (attrib_func) VertexAttrib4ubvNV,
         (attrib_func) VertexAttrib4svNV,
         (attrib_func) VertexAttrib4usvNV,
         (attrib_func) VertexAttrib4ivNV,
         (attrib_func) VertexAttrib4uivNV,
         (attrib_func) VertexAttrib4fvNV,
         (attrib_func) VertexAttrib4dvNV
      }
   },
   {
      /* normalized (except for float/double) */
      {
         /* size 1 */
         (attrib_func) VertexAttrib1NbvNV,
         (attrib_func) VertexAttrib1NubvNV,
         (attrib_func) VertexAttrib1NsvNV,
         (attrib_func) VertexAttrib1NusvNV,
         (attrib_func) VertexAttrib1NivNV,
         (attrib_func) VertexAttrib1NuivNV,
         (attrib_func) VertexAttrib1fvNV,
         (attrib_func) VertexAttrib1dvNV
      },
      {
         /* size 2 */
         (attrib_func) VertexAttrib2NbvNV,
         (attrib_func) VertexAttrib2NubvNV,
         (attrib_func) VertexAttrib2NsvNV,
         (attrib_func) VertexAttrib2NusvNV,
         (attrib_func) VertexAttrib2NivNV,
         (attrib_func) VertexAttrib2NuivNV,
         (attrib_func) VertexAttrib2fvNV,
         (attrib_func) VertexAttrib2dvNV
      },
      {
         /* size 3 */
         (attrib_func) VertexAttrib3NbvNV,
         (attrib_func) VertexAttrib3NubvNV,
         (attrib_func) VertexAttrib3NsvNV,
         (attrib_func) VertexAttrib3NusvNV,
         (attrib_func) VertexAttrib3NivNV,
         (attrib_func) VertexAttrib3NuivNV,
         (attrib_func) VertexAttrib3fvNV,
         (attrib_func) VertexAttrib3dvNV
      },
      {
         /* size 4 */
         (attrib_func) VertexAttrib4NbvNV,
         (attrib_func) VertexAttrib4NubvNV,
         (attrib_func) VertexAttrib4NsvNV,
         (attrib_func) VertexAttrib4NusvNV,
         (attrib_func) VertexAttrib4NivNV,
         (attrib_func) VertexAttrib4NuivNV,
         (attrib_func) VertexAttrib4fvNV,
         (attrib_func) VertexAttrib4dvNV
      }
   }
};

/**********************************************************************/


GLboolean _ae_create_context( GLcontext *ctx )
{
   if (ctx->aelt_context)
      return GL_TRUE;

#if defined(IN_DRI_DRIVER)
   SecondaryColorFuncs[0] = _gloffset_SecondaryColor3bvEXT;
   SecondaryColorFuncs[1] = _gloffset_SecondaryColor3ubvEXT;
   SecondaryColorFuncs[2] = _gloffset_SecondaryColor3svEXT;
   SecondaryColorFuncs[3] = _gloffset_SecondaryColor3usvEXT;
   SecondaryColorFuncs[4] = _gloffset_SecondaryColor3ivEXT;
   SecondaryColorFuncs[5] = _gloffset_SecondaryColor3uivEXT;
   SecondaryColorFuncs[6] = _gloffset_SecondaryColor3fvEXT;
   SecondaryColorFuncs[7] = _gloffset_SecondaryColor3dvEXT;

   FogCoordFuncs[6] = _gloffset_FogCoordfvEXT;
   FogCoordFuncs[7] = _gloffset_FogCoorddvEXT;
#endif

   ctx->aelt_context = MALLOC( sizeof(AEcontext) );
   if (!ctx->aelt_context)
      return GL_FALSE;

   AE_CONTEXT(ctx)->NewState = ~0;
   return GL_TRUE;
}


void _ae_destroy_context( GLcontext *ctx )
{
   if ( AE_CONTEXT( ctx ) ) {
      FREE( ctx->aelt_context );
      ctx->aelt_context = NULL;
   }
}


/**
 * 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).
 * Note: this may be called during display list construction.
 */
static void _ae_update_state( GLcontext *ctx )
{
   AEcontext *actx = AE_CONTEXT(ctx);
   AEarray *aa = actx->arrays;
   AEattrib *at = actx->attribs;
   GLuint i;

   /* conventional vertex arrays */
  if (ctx->Array.Index.Enabled) {
      aa->array = &ctx->Array.Index;
      aa->offset = IndexFuncs[TYPE_IDX(aa->array->Type)];
      aa++;
   }
   if (ctx->Array.EdgeFlag.Enabled) {
      aa->array = &ctx->Array.EdgeFlag;
      aa->offset = _gloffset_EdgeFlagv;
      aa++;
   }
   if (ctx->Array.Normal.Enabled) {
      aa->array = &ctx->Array.Normal;
      aa->offset = NormalFuncs[TYPE_IDX(aa->array->Type)];
      aa++;
   }
   if (ctx->Array.Color.Enabled) {
      aa->array = &ctx->Array.Color;
      aa->offset = ColorFuncs[aa->array->Size-3][TYPE_IDX(aa->array->Type)];
      aa++;
   }
   if (ctx->Array.SecondaryColor.Enabled) {
      aa->array = &ctx->Array.SecondaryColor;
      aa->offset = SecondaryColorFuncs[TYPE_IDX(aa->array->Type)];
      aa++;
   }
   if (ctx->Array.FogCoord.Enabled) {
      aa->array = &ctx->Array.FogCoord;
      aa->offset = FogCoordFuncs[TYPE_IDX(aa->array->Type)];
      aa++;
   }
   for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
      if (ctx->Array.TexCoord[i].Enabled) {
         /* NOTE: we use generic glVertexAttrib functions here.
          * If we ever de-alias conventional/generic vertex attribs this
          * will have to change.
          */
         struct gl_client_array *attribArray = &ctx->Array.TexCoord[i];
         at->array = attribArray;
         at->func = AttribFuncsNV[at->array->Normalized][at->array->Size-1][TYPE_IDX(at->array->Type)];
         at->index = VERT_ATTRIB_TEX0 + i;
         at++;
      }
   }

   /* generic vertex attribute arrays */
   for (i = 1; i < VERT_ATTRIB_MAX; i++) {  /* skip zero! */
      if (ctx->Array.VertexAttrib[i].Enabled) {
         struct gl_client_array *attribArray = &ctx->Array.VertexAttrib[i];
         at->array = attribArray;
         /* Note: we can't grab the _glapi_Dispatch->VertexAttrib1fvNV
          * function pointer here (for float arrays) since the pointer may
          * change from one execution of _ae_loopback_array_elt() to
          * the next.  Doing so caused UT to break.
          */
         at->func = AttribFuncsNV[at->array->Normalized][at->array->Size-1][TYPE_IDX(at->array->Type)];
         at->index = i;
         at++;
      }
   }

   /* finally, vertex position */
   if (ctx->Array.VertexAttrib[0].Enabled) {
      /* Use glVertex(v) instead of glVertexAttrib(0, v) to be sure it's
       * issued as the last (proviking) attribute).
       */
      aa->array = &ctx->Array.VertexAttrib[0];
      assert(aa->array->Size >= 2); /* XXX fix someday? */
      aa->offset = VertexFuncs[aa->array->Size-2][TYPE_IDX(aa->array->Type)];
      aa++;
   }
   else if (ctx->Array.Vertex.Enabled) {
      aa->array = &ctx->Array.Vertex;
      aa->offset = VertexFuncs[aa->array->Size-2][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->offset = -1;  /* terminate the list */

   actx->NewState = 0;
}


/**
 * Called via glArrayElement() and glDrawArrays().
 * Issue the glNormal, glVertex, glColor, glVertexAttrib, etc functions
 * for all enabled vertex arrays (for elt-th element).
 * Note: this may be called during display list construction.
 */
void GLAPIENTRY _ae_loopback_array_elt( GLint elt )
{
   GET_CURRENT_CONTEXT(ctx);
   const AEcontext *actx = AE_CONTEXT(ctx);
   const AEarray *aa;
   const AEattrib *at;
   const struct _glapi_table * const disp = GET_DISPATCH();


   if (actx->NewState)
      _ae_update_state( ctx );

   /* generic attributes */
   for (at = actx->attribs; at->func; at++) {
      const GLubyte *src = at->array->BufferObj->Data
                         + (uintptr_t) at->array->Ptr
                         + elt * at->array->StrideB;
      at->func( at->index, src );
   }

   /* conventional arrays */
   for (aa = actx->arrays; aa->offset != -1 ; aa++) {
      const GLubyte *src = aa->array->BufferObj->Data
                         + (uintptr_t) aa->array->Ptr
                         + elt * aa->array->StrideB;
      CALL_by_offset( disp, (array_func), aa->offset, 
		      ((const void *) src) );
   }
}


void _ae_invalidate_state( GLcontext *ctx, GLuint new_state )
{
   AE_CONTEXT(ctx)->NewState |= new_state;
}

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