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📄 api_arrayelt.c

📁 mesa-6.5-minigui源码
💻 C
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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;   /* These _gloffset_* values may not be compile-time constants */   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[0] = -1;   FogCoordFuncs[1] = -1;   FogCoordFuncs[2] = -1;   FogCoordFuncs[3] = -1;   FogCoordFuncs[4] = -1;   FogCoordFuncs[5] = -1;   FogCoordFuncs[6] = _gloffset_FogCoordfvEXT;   FogCoordFuncs[7] = _gloffset_FogCoorddvEXT;   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         = ADD_POINTERS(at->array->BufferObj->Data, 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         = ADD_POINTERS(aa->array->BufferObj->Data, 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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