vbo: make bind_array_obj() code a little more concise
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@@ -95,32 +95,33 @@ static void bind_array_obj( GLcontext *ctx )
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{
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struct vbo_context *vbo = vbo_context(ctx);
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struct vbo_exec_context *exec = &vbo->exec;
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struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
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GLuint i;
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/* TODO: Fix the ArrayObj struct to keep legacy arrays in an array
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* rather than as individual named arrays. Then this function can
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* go away.
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*/
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exec->array.legacy_array[VERT_ATTRIB_POS] = &ctx->Array.ArrayObj->Vertex;
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exec->array.legacy_array[VERT_ATTRIB_POS] = &arrayObj->Vertex;
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exec->array.legacy_array[VERT_ATTRIB_WEIGHT] = &vbo->legacy_currval[VERT_ATTRIB_WEIGHT];
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exec->array.legacy_array[VERT_ATTRIB_NORMAL] = &ctx->Array.ArrayObj->Normal;
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exec->array.legacy_array[VERT_ATTRIB_COLOR0] = &ctx->Array.ArrayObj->Color;
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exec->array.legacy_array[VERT_ATTRIB_COLOR1] = &ctx->Array.ArrayObj->SecondaryColor;
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exec->array.legacy_array[VERT_ATTRIB_FOG] = &ctx->Array.ArrayObj->FogCoord;
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exec->array.legacy_array[VERT_ATTRIB_COLOR_INDEX] = &ctx->Array.ArrayObj->Index;
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if (ctx->Array.ArrayObj->PointSize.Enabled) {
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exec->array.legacy_array[VERT_ATTRIB_NORMAL] = &arrayObj->Normal;
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exec->array.legacy_array[VERT_ATTRIB_COLOR0] = &arrayObj->Color;
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exec->array.legacy_array[VERT_ATTRIB_COLOR1] = &arrayObj->SecondaryColor;
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exec->array.legacy_array[VERT_ATTRIB_FOG] = &arrayObj->FogCoord;
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exec->array.legacy_array[VERT_ATTRIB_COLOR_INDEX] = &arrayObj->Index;
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if (arrayObj->PointSize.Enabled) {
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/* this aliases COLOR_INDEX */
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exec->array.legacy_array[VERT_ATTRIB_POINT_SIZE] = &ctx->Array.ArrayObj->PointSize;
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exec->array.legacy_array[VERT_ATTRIB_POINT_SIZE] = &arrayObj->PointSize;
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}
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exec->array.legacy_array[VERT_ATTRIB_EDGEFLAG] = &ctx->Array.ArrayObj->EdgeFlag;
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exec->array.legacy_array[VERT_ATTRIB_EDGEFLAG] = &arrayObj->EdgeFlag;
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for (i = 0; i < 8; i++)
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exec->array.legacy_array[VERT_ATTRIB_TEX0 + i] = &ctx->Array.ArrayObj->TexCoord[i];
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exec->array.legacy_array[VERT_ATTRIB_TEX0 + i] = &arrayObj->TexCoord[i];
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for (i = 0; i < VERT_ATTRIB_MAX; i++)
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exec->array.generic_array[i] = &ctx->Array.ArrayObj->VertexAttrib[i];
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exec->array.generic_array[i] = &arrayObj->VertexAttrib[i];
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exec->array.array_obj = ctx->Array.ArrayObj->Name;
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exec->array.array_obj = arrayObj->Name;
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}
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static void recalculate_input_bindings( GLcontext *ctx )
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