From c19f8ab2796a68d5e0c3c6334e7597f7f1c4c757 Mon Sep 17 00:00:00 2001 From: Ian Romanick Date: Thu, 13 Oct 2011 16:13:51 -0700 Subject: [PATCH] mesa/vbo: Treat attribute 0 and vertex as the same 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 Reviewed-by: Brian Paul --- src/mesa/vbo/vbo_exec_array.c | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) 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; } -- 2.7.4