[Mesa-dev] [PATCH] mesa/vbo: Treat attribute 0 and vertex as the same
Ian Romanick
idr at freedesktop.org
Thu Oct 13 16:34:10 PDT 2011
From: Ian Romanick <ian.d.romanick at intel.com>
This is supported by the pseudo-code on pages 27 and 28 (pages 41 and
42 of the PDF) of the OpenGL 2.1 spec. The last part of the
implementation of ArrayElement is:
if (generic attribute array 0 enabled) {
if (generic vertex attribute 0 array normalization flag is set, and
type is not FLOAT or DOUBLE)
VertexAttrib[size]N[type]v(0, generic vertex attribute 0 array element i);
else
VertexAttrib[size][type]v(0, generic vertex attribute 0 array element i);
} else if (vertex array enabled) {
Vertex[size][type]v(vertex array element i);
}
Page 23 (page 37 of the PDF) of the same spec says:
"Setting generic vertex attribute zero specifies a vertex; the
four vertex coordinates are taken from the values of attribute
zero. A Vertex2, Vertex3, or Vertex4 command is completely
equivalent to the corresponding VertexAttrib* command with an
index of zero."
Fixes piglit test attribute0.
NOTE: This is a candidate for stable branches.
Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
---
src/mesa/vbo/vbo_exec_array.c | 3 ++-
1 files changed, 2 insertions(+), 1 deletions(-)
diff --git a/src/mesa/vbo/vbo_exec_array.c b/src/mesa/vbo/vbo_exec_array.c
index 18719d5..ceb6a64 100644
--- a/src/mesa/vbo/vbo_exec_array.c
+++ b/src/mesa/vbo/vbo_exec_array.c
@@ -538,7 +538,7 @@ recalculate_input_bindings(struct gl_context *ctx)
}
}
- for (i = 0; i < MAX_VERTEX_GENERIC_ATTRIBS; i++) {
+ for (i = 1; i < MAX_VERTEX_GENERIC_ATTRIBS; i++) {
if (exec->array.generic_array[i]->Enabled)
inputs[VERT_ATTRIB_GENERIC0 + i] = exec->array.generic_array[i];
else {
@@ -547,6 +547,7 @@ recalculate_input_bindings(struct gl_context *ctx)
}
}
+ inputs[VERT_ATTRIB_GENERIC0] = inputs[0];
ctx->NewState |= _NEW_ARRAY;
break;
}
--
1.7.6.4
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