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/* $Id: ac_import.c,v 1.1 2003-02-28 11:49:40 pj Exp $ */
/*
* Mesa 3-D graphics library
* Version: 4.1
*
* Copyright (C) 1999-2002 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"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
* Authors:
* Keith Whitwell <keith@tungstengraphics.com>
*/
#include "glheader.h"
#include "macros.h"
#include "imports.h"
#include "mmath.h"
#include "mtypes.h"
#include "math/m_translate.h"
#include "array_cache/ac_context.h"
#include "math/m_translate.h"
#define STRIDE_ARRAY( array, offset ) \
do { \
char *tmp = (char *) (array).Ptr; \
tmp += (offset) * (array).StrideB; \
(array).Ptr = tmp; \
} while (0)
/* Set the array pointer back to its source when the cached data is
* invalidated:
*/
static void reset_texcoord( GLcontext *ctx, GLuint unit )
{
ACcontext *ac = AC_CONTEXT(ctx);
if (ctx->Array._Enabled & _NEW_ARRAY_TEXCOORD(unit)) {
ac->Raw.TexCoord[unit] = ctx->Array.TexCoord[unit];
STRIDE_ARRAY(ac->Raw.TexCoord[unit], ac->start);
}
else {
ac->Raw.TexCoord[unit] = ac->Fallback.TexCoord[unit];
if (ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][3] != 1.0)
ac->Raw.TexCoord[unit].Size = 4;
else if (ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][2] != 0.0)
ac->Raw.TexCoord[unit].Size = 3;
else
ac->Raw.TexCoord[unit].Size = 2;
}
ac->IsCached.TexCoord[unit] = GL_FALSE;
ac->NewArrayState &= ~_NEW_ARRAY_TEXCOORD(unit);
}
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;
STRIDE_ARRAY(ac->Raw.Vertex, ac->start);
ac->IsCached.Vertex = GL_FALSE;
ac->NewArrayState &= ~_NEW_ARRAY_VERTEX;
}
static void reset_normal( GLcontext *ctx )
{
ACcontext *ac = AC_CONTEXT(ctx);
if (ctx->Array._Enabled & _NEW_ARRAY_NORMAL) {
ac->Raw.Normal = ctx->Array.Normal;
STRIDE_ARRAY(ac->Raw.Normal, ac->start);
}
else {
ac->Raw.Normal = ac->Fallback.Normal;
}
ac->IsCached.Normal = GL_FALSE;
ac->NewArrayState &= ~_NEW_ARRAY_NORMAL;
}
static void reset_color( GLcontext *ctx )
{
ACcontext *ac = AC_CONTEXT(ctx);
if (ctx->Array._Enabled & _NEW_ARRAY_COLOR0) {
ac->Raw.Color = ctx->Array.Color;
STRIDE_ARRAY(ac->Raw.Color, ac->start);
}
else
ac->Raw.Color = ac->Fallback.Color;
ac->IsCached.Color = GL_FALSE;
ac->NewArrayState &= ~_NEW_ARRAY_COLOR0;
}
static void reset_secondarycolor( GLcontext *ctx )
{
ACcontext *ac = AC_CONTEXT(ctx);
if (ctx->Array._Enabled & _NEW_ARRAY_COLOR1) {
ac->Raw.SecondaryColor = ctx->Array.SecondaryColor;
STRIDE_ARRAY(ac->Raw.SecondaryColor, ac->start);
}
else
ac->Raw.SecondaryColor = ac->Fallback.SecondaryColor;
ac->IsCached.SecondaryColor = GL_FALSE;
ac->NewArrayState &= ~_NEW_ARRAY_COLOR1;
}
static void reset_index( GLcontext *ctx )
{
ACcontext *ac = AC_CONTEXT(ctx);
if (ctx->Array._Enabled & _NEW_ARRAY_INDEX) {
ac->Raw.Index = ctx->Array.Index;
STRIDE_ARRAY(ac->Raw.Index, ac->start);
}
else
ac->Raw.Index = ac->Fallback.Index;
ac->IsCached.Index = GL_FALSE;
ac->NewArrayState &= ~_NEW_ARRAY_INDEX;
}
static void reset_fogcoord( GLcontext *ctx )
{
ACcontext *ac = AC_CONTEXT(ctx);
if (ctx->Array._Enabled & _NEW_ARRAY_FOGCOORD) {
ac->Raw.FogCoord = ctx->Array.FogCoord;
STRIDE_ARRAY(ac->Raw.FogCoord, ac->start);
}
else
ac->Raw.FogCoord = ac->Fallback.FogCoord;
ac->IsCached.FogCoord = GL_FALSE;
ac->NewArrayState &= ~_NEW_ARRAY_FOGCOORD;
}
static void reset_edgeflag( GLcontext *ctx )
{
ACcontext *ac = AC_CONTEXT(ctx);
if (ctx->Array._Enabled & _NEW_ARRAY_EDGEFLAG) {
ac->Raw.EdgeFlag = ctx->Array.EdgeFlag;
STRIDE_ARRAY(ac->Raw.EdgeFlag, ac->start);
}
else
ac->Raw.EdgeFlag = ac->Fallback.EdgeFlag;
ac->IsCached.EdgeFlag = GL_FALSE;
ac->NewArrayState &= ~_NEW_ARRAY_EDGEFLAG;
}
static void reset_attrib( GLcontext *ctx, GLuint index )
{
ACcontext *ac = AC_CONTEXT(ctx);
GLboolean fallback = GL_FALSE;
/*
* The 16 NV vertex attribute arrays have top priority. If one of those
* is not enabled, look if a corresponding conventional array is enabled.
* If nothing else, use the fallback (ctx->Current.Attrib) values.
*/
if (ctx->Array._Enabled & _NEW_ARRAY_ATTRIB(index)) {
ac->Raw.Attrib[index] = ctx->Array.VertexAttrib[index];
STRIDE_ARRAY(ac->Raw.Attrib[index], ac->start);
}
else if (ctx->Array._Enabled & (1 << index)) {
/* use conventional vertex array if possible */
if (index == VERT_ATTRIB_POS) {
ac->Raw.Attrib[index] = ctx->Array.Vertex;
}
else if (index == VERT_ATTRIB_NORMAL) {
ac->Raw.Attrib[index] = ctx->Array.Normal;
}
else if (index == VERT_ATTRIB_COLOR0) {
ac->Raw.Attrib[index] = ctx->Array.Color;
}
else if (index == VERT_ATTRIB_COLOR1) {
ac->Raw.Attrib[index] = ctx->Array.SecondaryColor;
}
else if (index == VERT_ATTRIB_FOG) {
ac->Raw.Attrib[index] = ctx->Array.FogCoord;
}
else if (index >= VERT_ATTRIB_TEX0 && index <= VERT_ATTRIB_TEX7) {
GLuint unit = index - VERT_ATTRIB_TEX0;
ASSERT(unit < MAX_TEXTURE_UNITS);
ac->Raw.Attrib[index] = ctx->Array.TexCoord[unit];
}
else {
/* missing conventional array (vertex weight, for example) */
fallback = GL_TRUE;
}
if (!fallback)
STRIDE_ARRAY(ac->Raw.Attrib[index], ac->start);
}
else {
fallback = GL_TRUE;
}
if (fallback) {
/* fallback to ctx->Current.Attrib values */
ac->Raw.Attrib[index] = ac->Fallback.Attrib[index];
if (ctx->Current.Attrib[index][3] != 1.0)
ac->Raw.Attrib[index].Size = 4;
else if (ctx->Current.Attrib[index][2] != 0.0)
ac->Raw.Attrib[index].Size = 3;
else
ac->Raw.Attrib[index].Size = 2;
}
ac->IsCached.Attrib[index] = GL_FALSE;
ac->NewArrayState &= ~_NEW_ARRAY_ATTRIB(index);
}
/*
* Generic import function for color data
*/
static void import( GLcontext *ctx,
GLenum type,
struct gl_client_array *to,
struct gl_client_array *from )
{
ACcontext *ac = AC_CONTEXT(ctx);
if (type == 0)
type = from->Type;
switch (type) {
case GL_FLOAT:
_math_trans_4f( (GLfloat (*)[4]) to->Ptr,
from->Ptr,
from->StrideB,
from->Type,
from->Size,
0,
ac->count - ac->start);
to->StrideB = 4 * sizeof(GLfloat);
to->Type = GL_FLOAT;
break;
case GL_UNSIGNED_BYTE:
_math_trans_4ub( (GLubyte (*)[4]) to->Ptr,
from->Ptr,
from->StrideB,
from->Type,
from->Size,
0,
ac->count - ac->start);
to->StrideB = 4 * sizeof(GLubyte);
to->Type = GL_UNSIGNED_BYTE;
break;
case GL_UNSIGNED_SHORT:
_math_trans_4us( (GLushort (*)[4]) to->Ptr,
from->Ptr,
from->StrideB,
from->Type,
from->Size,
0,
ac->count - ac->start);
to->StrideB = 4 * sizeof(GLushort);
to->Type = GL_UNSIGNED_SHORT;
break;
default:
ASSERT(0);
break;
}
}
/*
* Functions to import array ranges with specified types and strides.
* For example, if the vertex data is GLshort[2] and we want GLfloat[3]
* we'll use an import function to do the data conversion.
*/
static void import_texcoord( GLcontext *ctx, GLuint unit,
GLenum type, GLuint stride )
{
ACcontext *ac = AC_CONTEXT(ctx);
struct gl_client_array *from = &ac->Raw.TexCoord[unit];
struct gl_client_array *to = &ac->Cache.TexCoord[unit];
ASSERT(unit < ctx->Const.MaxTextureUnits);
/* Limited choices at this stage:
*/
ASSERT(type == GL_FLOAT);
ASSERT(stride == 4*sizeof(GLfloat) || stride == 0);
ASSERT(ac->count - ac->start < ctx->Const.MaxArrayLockSize);
_math_trans_4f( (GLfloat (*)[4]) to->Ptr,
from->Ptr,
from->StrideB,
from->Type,
from->Size,
0,
ac->count - ac->start);
to->Size = from->Size;
to->StrideB = 4 * sizeof(GLfloat);
to->Type = GL_FLOAT;
ac->IsCached.TexCoord[unit] = GL_TRUE;
}
static void import_vertex( GLcontext *ctx,
GLenum type, GLuint stride )
{
ACcontext *ac = AC_CONTEXT(ctx);
struct gl_client_array *from = &ac->Raw.Vertex;
struct gl_client_array *to = &ac->Cache.Vertex;
/* Limited choices at this stage:
*/
ASSERT(type == GL_FLOAT);
ASSERT(stride == 4*sizeof(GLfloat) || stride == 0);
_math_trans_4f( (GLfloat (*)[4]) to->Ptr,
from->Ptr,
from->StrideB,
from->Type,
from->Size,
0,
ac->count - ac->start);
to->Size = from->Size;
to->StrideB = 4 * sizeof(GLfloat);
to->Type = GL_FLOAT;
ac->IsCached.Vertex = GL_TRUE;
}
static void import_normal( GLcontext *ctx,
GLenum type, GLuint stride )
{
ACcontext *ac = AC_CONTEXT(ctx);
struct gl_client_array *from = &ac->Raw.Normal;
struct gl_client_array *to = &ac->Cache.Normal;
/* Limited choices at this stage:
*/
ASSERT(type == GL_FLOAT);
ASSERT(stride == 3*sizeof(GLfloat) || stride == 0);
_math_trans_3f( (GLfloat (*)[3]) to->Ptr,
from->Ptr,
from->StrideB,
from->Type,
0,
ac->count - ac->start);
to->StrideB = 3 * sizeof(GLfloat);
to->Type = GL_FLOAT;
ac->IsCached.Normal = GL_TRUE;
}
static void import_color( GLcontext *ctx,
GLenum type, GLuint stride )
{
ACcontext *ac = AC_CONTEXT(ctx);
struct gl_client_array *from = &ac->Raw.Color;
struct gl_client_array *to = &ac->Cache.Color;
import( ctx, type, to, from );
ac->IsCached.Color = GL_TRUE;
}
static void import_index( GLcontext *ctx,
GLenum type, GLuint stride )
{
ACcontext *ac = AC_CONTEXT(ctx);
struct gl_client_array *from = &ac->Raw.Index;
struct gl_client_array *to = &ac->Cache.Index;
/* Limited choices at this stage:
*/
ASSERT(type == GL_UNSIGNED_INT);
ASSERT(stride == sizeof(GLuint) || stride == 0);
_math_trans_1ui( (GLuint *) to->Ptr,
from->Ptr,
from->StrideB,
from->Type,
0,
ac->count - ac->start);
to->StrideB = sizeof(GLuint);
to->Type = GL_UNSIGNED_INT;
ac->IsCached.Index = GL_TRUE;
}
static void import_secondarycolor( GLcontext *ctx,
GLenum type, GLuint stride )
{
ACcontext *ac = AC_CONTEXT(ctx);
struct gl_client_array *from = &ac->Raw.SecondaryColor;
struct gl_client_array *to = &ac->Cache.SecondaryColor;
import( ctx, type, to, from );
ac->IsCached.SecondaryColor = GL_TRUE;
}
static void import_fogcoord( GLcontext *ctx,
GLenum type, GLuint stride )
{
ACcontext *ac = AC_CONTEXT(ctx);
struct gl_client_array *from = &ac->Raw.FogCoord;
struct gl_client_array *to = &ac->Cache.FogCoord;
/* Limited choices at this stage:
*/
ASSERT(type == GL_FLOAT);
ASSERT(stride == sizeof(GLfloat) || stride == 0);
_math_trans_1f( (GLfloat *) to->Ptr,
from->Ptr,
from->StrideB,
from->Type,
0,
ac->count - ac->start);
to->StrideB = sizeof(GLfloat);
to->Type = GL_FLOAT;
ac->IsCached.FogCoord = GL_TRUE;
}
static void import_edgeflag( GLcontext *ctx,
GLenum type, GLuint stride )
{
ACcontext *ac = AC_CONTEXT(ctx);
struct gl_client_array *from = &ac->Raw.EdgeFlag;
struct gl_client_array *to = &ac->Cache.EdgeFlag;
/* Limited choices at this stage:
*/
ASSERT(type == GL_UNSIGNED_BYTE);
ASSERT(stride == sizeof(GLubyte) || stride == 0);
_math_trans_1ub( (GLubyte *) to->Ptr,
from->Ptr,
from->StrideB,
from->Type,
0,
ac->count - ac->start);
to->StrideB = sizeof(GLubyte);
to->Type = GL_UNSIGNED_BYTE;
ac->IsCached.EdgeFlag = GL_TRUE;
}
static void import_attrib( GLcontext *ctx, GLuint index,
GLenum type, GLuint stride )
{
ACcontext *ac = AC_CONTEXT(ctx);
struct gl_client_array *from = &ac->Raw.Attrib[index];
struct gl_client_array *to = &ac->Cache.Attrib[index];
ASSERT(index < VERT_ATTRIB_MAX);
/* Limited choices at this stage:
*/
ASSERT(type == GL_FLOAT);
ASSERT(stride == 4*sizeof(GLfloat) || stride == 0);
ASSERT(ac->count - ac->start < ctx->Const.MaxArrayLockSize);
_math_trans_4f( (GLfloat (*)[4]) to->Ptr,
from->Ptr,
from->StrideB,
from->Type,
from->Size,
0,
ac->count - ac->start);
to->Size = from->Size;
to->StrideB = 4 * sizeof(GLfloat);
to->Type = GL_FLOAT;
ac->IsCached.Attrib[index] = GL_TRUE;
}
/*
* Externals to request arrays with specific properties:
*/
struct gl_client_array *_ac_import_texcoord( GLcontext *ctx,
GLuint unit,
GLenum type,
GLuint reqstride,
GLuint reqsize,
GLboolean reqwriteable,
GLboolean *writeable )
{
ACcontext *ac = AC_CONTEXT(ctx);
ASSERT(unit < ctx->Const.MaxTextureUnits);
/* Can we keep the existing version?
*/
if (ac->NewArrayState & _NEW_ARRAY_TEXCOORD(unit))
reset_texcoord( ctx, unit );
/* Is the request impossible?
*/
if (reqsize != 0 && ac->Raw.TexCoord[unit].Size > (GLint) reqsize)
return 0;
/* Do we need to pull in a copy of the client data:
*/
if (ac->Raw.TexCoord[unit].Type != type ||
(reqstride != 0 && ac->Raw.TexCoord[unit].StrideB != (GLint)reqstride) ||
reqwriteable)
{
if (!ac->IsCached.TexCoord[unit])
import_texcoord(ctx, unit, type, reqstride );
*writeable = GL_TRUE;
return &ac->Cache.TexCoord[unit];
}
else {
*writeable = GL_FALSE;
return &ac->Raw.TexCoord[unit];
}
}
struct gl_client_array *_ac_import_vertex( GLcontext *ctx,
GLenum type,
GLuint reqstride,
GLuint reqsize,
GLboolean reqwriteable,
GLboolean *writeable )
{
ACcontext *ac = AC_CONTEXT(ctx);
/* Can we keep the existing version?
*/
if (ac->NewArrayState & _NEW_ARRAY_VERTEX)
reset_vertex( ctx );
/* Is the request impossible?
*/
if (reqsize != 0 && ac->Raw.Vertex.Size > (GLint) reqsize)
return 0;
/* Do we need to pull in a copy of the client data:
*/
if (ac->Raw.Vertex.Type != type ||
(reqstride != 0 && ac->Raw.Vertex.StrideB != (GLint) reqstride) ||
reqwriteable)
{
if (!ac->IsCached.Vertex)
import_vertex(ctx, type, reqstride );
*writeable = GL_TRUE;
return &ac->Cache.Vertex;
}
else {
*writeable = GL_FALSE;
return &ac->Raw.Vertex;
}
}
struct gl_client_array *_ac_import_normal( GLcontext *ctx,
GLenum type,
GLuint reqstride,
GLboolean reqwriteable,
GLboolean *writeable )
{
ACcontext *ac = AC_CONTEXT(ctx);
/* Can we keep the existing version?
*/
if (ac->NewArrayState & _NEW_ARRAY_NORMAL)
reset_normal( ctx );
/* Do we need to pull in a copy of the client data:
*/
if (ac->Raw.Normal.Type != type ||
(reqstride != 0 && ac->Raw.Normal.StrideB != (GLint) reqstride) ||
reqwriteable)
{
if (!ac->IsCached.Normal)
import_normal(ctx, type, reqstride );
*writeable = GL_TRUE;
return &ac->Cache.Normal;
}
else {
*writeable = GL_FALSE;
return &ac->Raw.Normal;
}
}
struct gl_client_array *_ac_import_color( GLcontext *ctx,
GLenum type,
GLuint reqstride,
GLuint reqsize,
GLboolean reqwriteable,
GLboolean *writeable )
{
ACcontext *ac = AC_CONTEXT(ctx);
/* Can we keep the existing version?
*/
if (ac->NewArrayState & _NEW_ARRAY_COLOR0)
reset_color( ctx );
/* Is the request impossible?
*/
if (reqsize != 0 && ac->Raw.Color.Size > (GLint) reqsize) {
return 0;
}
/* Do we need to pull in a copy of the client data:
*/
if ((type != 0 && ac->Raw.Color.Type != type) ||
(reqstride != 0 && ac->Raw.Color.StrideB != (GLint) reqstride) ||
reqwriteable)
{
if (!ac->IsCached.Color)
import_color(ctx, type, reqstride );
*writeable = GL_TRUE;
return &ac->Cache.Color;
}
else {
*writeable = GL_FALSE;
return &ac->Raw.Color;
}
}
struct gl_client_array *_ac_import_index( GLcontext *ctx,
GLenum type,
GLuint reqstride,
GLboolean reqwriteable,
GLboolean *writeable )
{
ACcontext *ac = AC_CONTEXT(ctx);
/* Can we keep the existing version?
*/
if (ac->NewArrayState & _NEW_ARRAY_INDEX)
reset_index( ctx );
/* Do we need to pull in a copy of the client data:
*/
if (ac->Raw.Index.Type != type ||
(reqstride != 0 && ac->Raw.Index.StrideB != (GLint) reqstride) ||
reqwriteable)
{
if (!ac->IsCached.Index)
import_index(ctx, type, reqstride );
*writeable = GL_TRUE;
return &ac->Cache.Index;
}
else {
*writeable = GL_FALSE;
return &ac->Raw.Index;
}
}
struct gl_client_array *_ac_import_secondarycolor( GLcontext *ctx,
GLenum type,
GLuint reqstride,
GLuint reqsize,
GLboolean reqwriteable,
GLboolean *writeable )
{
ACcontext *ac = AC_CONTEXT(ctx);
/* Can we keep the existing version?
*/
if (ac->NewArrayState & _NEW_ARRAY_COLOR1)
reset_secondarycolor( ctx );
/* Is the request impossible?
*/
if (reqsize != 0 && ac->Raw.SecondaryColor.Size > (GLint) reqsize)
return 0;
/* Do we need to pull in a copy of the client data:
*/
if ((type != 0 && ac->Raw.SecondaryColor.Type != type) ||
(reqstride != 0 && ac->Raw.SecondaryColor.StrideB != (GLint)reqstride) ||
reqwriteable)
{
if (!ac->IsCached.SecondaryColor)
import_secondarycolor(ctx, type, reqstride );
*writeable = GL_TRUE;
return &ac->Cache.SecondaryColor;
}
else {
*writeable = GL_FALSE;
return &ac->Raw.SecondaryColor;
}
}
struct gl_client_array *_ac_import_fogcoord( GLcontext *ctx,
GLenum type,
GLuint reqstride,
GLboolean reqwriteable,
GLboolean *writeable )
{
ACcontext *ac = AC_CONTEXT(ctx);
/* Can we keep the existing version?
*/
if (ac->NewArrayState & _NEW_ARRAY_FOGCOORD)
reset_fogcoord( ctx );
/* Do we need to pull in a copy of the client data:
*/
if (ac->Raw.FogCoord.Type != type ||
(reqstride != 0 && ac->Raw.FogCoord.StrideB != (GLint) reqstride) ||
reqwriteable)
{
if (!ac->IsCached.FogCoord)
import_fogcoord(ctx, type, reqstride );
*writeable = GL_TRUE;
return &ac->Cache.FogCoord;
}
else {
*writeable = GL_FALSE;
return &ac->Raw.FogCoord;
}
}
struct gl_client_array *_ac_import_edgeflag( GLcontext *ctx,
GLenum type,
GLuint reqstride,
GLboolean reqwriteable,
GLboolean *writeable )
{
ACcontext *ac = AC_CONTEXT(ctx);
/* Can we keep the existing version?
*/
if (ac->NewArrayState & _NEW_ARRAY_EDGEFLAG)
reset_edgeflag( ctx );
/* Do we need to pull in a copy of the client data:
*/
if (ac->Raw.EdgeFlag.Type != type ||
(reqstride != 0 && ac->Raw.EdgeFlag.StrideB != (GLint) reqstride) ||
reqwriteable)
{
if (!ac->IsCached.EdgeFlag)
import_edgeflag(ctx, type, reqstride );
*writeable = GL_TRUE;
return &ac->Cache.EdgeFlag;
}
else {
*writeable = GL_FALSE;
return &ac->Raw.EdgeFlag;
}
}
/* GL_NV_vertex_program */
struct gl_client_array *_ac_import_attrib( GLcontext *ctx,
GLuint index,
GLenum type,
GLuint reqstride,
GLuint reqsize,
GLboolean reqwriteable,
GLboolean *writeable )
{
ACcontext *ac = AC_CONTEXT(ctx);
ASSERT(index < VERT_ATTRIB_MAX);
/* Can we keep the existing version?
*/
if (ac->NewArrayState & _NEW_ARRAY_ATTRIB(index)) {
reset_attrib( ctx, index );
}
else if (ac->NewArrayState & (1 << index)) {
/* Also need to check conventional attributes */
reset_attrib( ctx, index );
}
/* Is the request impossible?
*/
if (reqsize != 0 && ac->Raw.Attrib[index].Size > (GLint) reqsize)
return NULL;
/* Do we need to pull in a copy of the client data:
*/
if (ac->Raw.Attrib[index].Type != type ||
(reqstride != 0 && ac->Raw.Attrib[index].StrideB != (GLint)reqstride) ||
reqwriteable)
{
if (!ac->IsCached.Attrib[index])
import_attrib(ctx, index, type, reqstride );
*writeable = GL_TRUE;
return &ac->Cache.Attrib[index];
}
else {
*writeable = GL_FALSE;
return &ac->Raw.Attrib[index];
}
}
/* Clients must call this function to validate state and set bounds
* before importing any data:
*/
void _ac_import_range( GLcontext *ctx, GLuint start, GLuint count )
{
ACcontext *ac = AC_CONTEXT(ctx);
if (!ctx->Array.LockCount) {
/* Not locked, discard cached data. Changes to lock
* status are caught via. _ac_invalidate_state().
*/
ac->NewArrayState = _NEW_ARRAY_ALL;
ac->start = start;
ac->count = count;
}
else {
/* Locked, discard data for any disabled arrays. Require that
* 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->start = ctx->Array.LockFirst;
ac->count = ctx->Array.LockCount;
ASSERT(ac->start == start); /* hmm? */
ASSERT(ac->count == count);
}
}
/* Additional convienence function for importing the element list
* for glDrawElements() and glDrawRangeElements().
*/
CONST void *
_ac_import_elements( GLcontext *ctx,
GLenum new_type,
GLuint count,
GLenum old_type,
CONST void *indices )
{
ACcontext *ac = AC_CONTEXT(ctx);
if (old_type == new_type)
return indices;
if (ac->elt_size < count * sizeof(GLuint)) {
if (ac->Elts) FREE(ac->Elts);
while (ac->elt_size < count * sizeof(GLuint))
ac->elt_size *= 2;
ac->Elts = (GLuint *) MALLOC(ac->elt_size);
}
switch (new_type) {
case GL_UNSIGNED_BYTE:
ASSERT(0);
return 0;
case GL_UNSIGNED_SHORT:
ASSERT(0);
return 0;
case GL_UNSIGNED_INT: {
GLuint *out = (GLuint *)ac->Elts;
GLuint i;
switch (old_type) {
case GL_UNSIGNED_BYTE: {
CONST GLubyte *in = (CONST GLubyte *)indices;
for (i = 0 ; i < count ; i++)
out[i] = in[i];
break;
}
case GL_UNSIGNED_SHORT: {
CONST GLushort *in = (CONST GLushort *)indices;
for (i = 0 ; i < count ; i++)
out[i] = in[i];
break;
}
default:
ASSERT(0);
}
return (CONST void *)out;
}
default:
ASSERT(0);
break;
}
return 0;
}