for (i = 0; i < ARRAY_SIZE(obj->BufferBinding); i++)
_mesa_reference_buffer_object(ctx, &obj->BufferBinding[i].BufferObj, NULL);
- for (i = 0; i < ARRAY_SIZE(obj->_VertexAttrib); i++)
- _mesa_reference_buffer_object(ctx, &obj->_VertexAttrib[i].BufferObj, NULL);
+ for (i = 0; i < ARRAY_SIZE(obj->_VertexArray); i++)
+ _mesa_reference_buffer_object(ctx, &obj->_VertexArray[i].BufferObj, NULL);
}
while (arrays) {
const int attrib = u_bit_scan(&arrays);
- struct gl_vertex_array *client_array = &vao->_VertexAttrib[attrib];
- const struct gl_array_attributes *attrib_array =
+ struct gl_vertex_array *array = &vao->_VertexArray[attrib];
+ const struct gl_array_attributes *attribs =
&vao->VertexAttrib[attrib];
const struct gl_vertex_buffer_binding *buffer_binding =
- &vao->BufferBinding[attrib_array->BufferBindingIndex];
+ &vao->BufferBinding[attribs->BufferBindingIndex];
- _mesa_update_vertex_array(ctx, client_array, attrib_array,
- buffer_binding);
+ _mesa_update_vertex_array(ctx, array, attribs, buffer_binding);
}
}
/* skip RefCount */
for (i = 0; i < ARRAY_SIZE(src->VertexAttrib); i++) {
- _mesa_copy_vertex_array(ctx, &dest->_VertexAttrib[i], &src->_VertexAttrib[i]);
+ _mesa_copy_vertex_array(ctx, &dest->_VertexArray[i], &src->_VertexArray[i]);
_mesa_copy_vertex_attrib_array(ctx, &dest->VertexAttrib[i], &src->VertexAttrib[i]);
_mesa_copy_vertex_buffer_binding(ctx, &dest->BufferBinding[i], &src->BufferBinding[i]);
}
* Derived vertex attribute arrays
*
* This is a legacy data structure created from gl_array_attributes and
- * gl_vertex_buffer_binding, for compatibility with existing driver code.
+ * gl_vertex_buffer_binding, only used by the VBO module at this time.
*/
- struct gl_vertex_array _VertexAttrib[VERT_ATTRIB_MAX];
+ struct gl_vertex_array _VertexArray[VERT_ATTRIB_MAX];
/** Vertex attribute arrays */
struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_exec_context *exec = &vbo->exec;
const struct gl_vertex_array_object *vao = ctx->Array.VAO;
- const struct gl_vertex_array *vertexAttrib = vao->_VertexAttrib;
+ const struct gl_vertex_array *vertexAttrib = vao->_VertexArray;
const struct gl_vertex_array **inputs = &exec->array.inputs[0];
/* May shuffle the position and generic0 bits around */