[Mesa-dev] [PATCH 20/35] meta: Add storage to the vertex structure for R, G, B, and A
Ian Romanick
idr at freedesktop.org
Wed Jan 29 13:53:11 PST 2014
From: Ian Romanick <ian.d.romanick at intel.com>
Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
---
src/mesa/drivers/common/meta.c | 15 ++++++---------
1 file changed, 6 insertions(+), 9 deletions(-)
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index d4987ca..2f87d0d 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -353,6 +353,7 @@ struct gl_meta_state
struct vertex {
GLfloat x, y, z, tex[4];
+ GLfloat r, g, b, a;
};
static void meta_glsl_blit_cleanup(struct blit_state *blit);
@@ -451,9 +452,6 @@ link_program_with_debug(struct gl_context *ctx, GLuint program)
* \param color_size Number of components for attribute 1 / primary color.
* If this is 0, attribute 1 will not be set or enabled.
*
- * \note Either \c texcoord_size or \c color_size \b must be zero! The same
- * data location is used for both values, so only one can be active at a time.
- *
* \note If \c use_generic_attributes is \c true, \c color_size must be zero.
* Use \c texcoord_size instead.
*/
@@ -464,7 +462,6 @@ setup_vertex_objects(GLuint *ArrayObj, GLuint *VBO, bool use_generic_attributes,
{
if (*ArrayObj == 0) {
assert(*VBO == 0);
- assert(color_size == 0 || texcoord_size == 0);
/* create vertex array object */
_mesa_GenVertexArrays(1, ArrayObj);
@@ -502,7 +499,7 @@ setup_vertex_objects(GLuint *ArrayObj, GLuint *VBO, bool use_generic_attributes,
if (color_size > 0) {
_mesa_ColorPointer(color_size, GL_FLOAT,
- sizeof(struct vertex), OFFSET(tex));
+ sizeof(struct vertex), OFFSET(r));
_mesa_EnableClientState(GL_COLOR_ARRAY);
}
}
@@ -2142,10 +2139,10 @@ _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers)
/* vertex colors */
for (i = 0; i < 4; i++) {
- verts[i].tex[0] = ctx->Color.ClearColor.f[0];
- verts[i].tex[1] = ctx->Color.ClearColor.f[1];
- verts[i].tex[2] = ctx->Color.ClearColor.f[2];
- verts[i].tex[3] = ctx->Color.ClearColor.f[3];
+ verts[i].r = ctx->Color.ClearColor.f[0];
+ verts[i].g = ctx->Color.ClearColor.f[1];
+ verts[i].b = ctx->Color.ClearColor.f[2];
+ verts[i].a = ctx->Color.ClearColor.f[3];
}
/* upload new vertex data */
--
1.8.1.4
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