Compute need_z and need_w properly and use the correct const/linear/perspective inter...
[mesa.git] / src / mesa / pipe / softpipe / sp_state_derived.c
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3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
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27
28 #include "main/glheader.h"
29 #include "main/macros.h"
30 #include "main/enums.h"
31
32 #include "vf/vf.h"
33 #include "pipe/draw/draw_context.h"
34 #include "sp_context.h"
35 #include "sp_state.h"
36
37
38 #define EMIT_ATTR( VF_ATTR, FRAG_ATTR, INTERP ) \
39 do { \
40 slot_to_vf_attr[softpipe->nr_attrs] = VF_ATTR; \
41 softpipe->vf_attr_to_slot[VF_ATTR] = softpipe->nr_attrs; \
42 softpipe->fp_attr_to_slot[FRAG_ATTR] = softpipe->nr_attrs; \
43 softpipe->interp[softpipe->nr_attrs] = INTERP; \
44 softpipe->nr_attrs++; \
45 attr_mask |= (1 << (VF_ATTR)); \
46 } while (0)
47
48
49 static const GLuint frag_to_vf[FRAG_ATTRIB_MAX] =
50 {
51 VF_ATTRIB_POS,
52 VF_ATTRIB_COLOR0,
53 VF_ATTRIB_COLOR1,
54 VF_ATTRIB_FOG,
55 VF_ATTRIB_TEX0,
56 VF_ATTRIB_TEX1,
57 VF_ATTRIB_TEX2,
58 VF_ATTRIB_TEX3,
59 VF_ATTRIB_TEX4,
60 VF_ATTRIB_TEX5,
61 VF_ATTRIB_TEX6,
62 VF_ATTRIB_TEX7,
63 };
64
65
66 /**
67 * Determine which post-transform / pre-rasterization vertex attributes
68 * we need.
69 * Derived from: fs, setup states.
70 */
71 static void calculate_vertex_layout( struct softpipe_context *softpipe )
72 {
73 const GLbitfield inputsRead = softpipe->fs.inputs_read;
74 GLuint slot_to_vf_attr[VF_ATTRIB_MAX];
75 GLbitfield attr_mask = 0x0;
76 GLuint i;
77
78 /* Need Z if depth test is enabled or the fragment program uses the
79 * fragment position (XYZW).
80 */
81 if (softpipe->depth_test.enabled ||
82 (inputsRead & FRAG_ATTRIB_WPOS))
83 softpipe->need_z = GL_TRUE;
84 else
85 softpipe->need_z = GL_FALSE;
86
87 /* Need W if we do any perspective-corrected interpolation or the
88 * fragment program uses the fragment position.
89 */
90 if (inputsRead & FRAG_ATTRIB_WPOS)
91 softpipe->need_w = GL_TRUE;
92 else
93 softpipe->need_w = GL_FALSE;
94
95
96 softpipe->nr_attrs = 0;
97 memset(slot_to_vf_attr, 0, sizeof(slot_to_vf_attr));
98
99 memset(softpipe->fp_attr_to_slot, 0, sizeof(softpipe->fp_attr_to_slot));
100 memset(softpipe->vf_attr_to_slot, 0, sizeof(softpipe->vf_attr_to_slot));
101
102 /* TODO - Figure out if we need to do perspective divide, etc.
103 */
104 EMIT_ATTR(VF_ATTRIB_POS, FRAG_ATTRIB_WPOS, INTERP_LINEAR);
105
106 /* Pull in the rest of the attributes. They are all in float4
107 * format. Future optimizations could be to keep some attributes
108 * as fixed point or ubyte format.
109 */
110 for (i = 1; i < FRAG_ATTRIB_TEX0; i++) {
111 if (inputsRead & (1 << i)) {
112 if (softpipe->setup.flatshade
113 && (i == FRAG_ATTRIB_COL0 || i == FRAG_ATTRIB_COL1))
114 EMIT_ATTR(frag_to_vf[i], i, INTERP_CONSTANT);
115 else
116 EMIT_ATTR(frag_to_vf[i], i, INTERP_LINEAR);
117 }
118 }
119
120 for (i = FRAG_ATTRIB_TEX0; i < FRAG_ATTRIB_MAX; i++) {
121 if (inputsRead & (1 << i)) {
122 EMIT_ATTR(frag_to_vf[i], i, INTERP_PERSPECTIVE);
123 softpipe->need_w = GL_TRUE;
124 }
125 }
126
127 softpipe->nr_frag_attrs = softpipe->nr_attrs;
128
129 /* Additional attributes required for setup: Just twosided
130 * lighting. Edgeflag is dealt with specially by setting bits in
131 * the vertex header.
132 */
133 if (softpipe->setup.light_twoside) {
134 if (inputsRead & FRAG_BIT_COL0) {
135 EMIT_ATTR(VF_ATTRIB_BFC0, FRAG_ATTRIB_MAX, 0); /* XXX: mark as discarded after setup */
136 }
137
138 if (inputsRead & FRAG_BIT_COL1) {
139 EMIT_ATTR(VF_ATTRIB_BFC1, FRAG_ATTRIB_MAX, 0); /* XXX: discard after setup */
140 }
141 }
142
143 /* If the attributes have changed, tell the draw module (which in turn
144 * tells the vf module) about the new vertex layout.
145 */
146 if (attr_mask != softpipe->attr_mask) {
147 softpipe->attr_mask = attr_mask;
148
149 draw_set_vertex_attributes( softpipe->draw,
150 slot_to_vf_attr,
151 softpipe->nr_attrs );
152 }
153 }
154
155
156 /* Hopefully this will remain quite simple, otherwise need to pull in
157 * something like the state tracker mechanism.
158 */
159 void softpipe_update_derived( struct softpipe_context *softpipe )
160 {
161 if (softpipe->dirty & (SP_NEW_SETUP | SP_NEW_FS))
162 calculate_vertex_layout( softpipe );
163
164 if (softpipe->dirty & (SP_NEW_BLEND |
165 SP_NEW_DEPTH_TEST |
166 SP_NEW_ALPHA_TEST |
167 SP_NEW_FRAMEBUFFER |
168 SP_NEW_STENCIL |
169 SP_NEW_SETUP |
170 SP_NEW_FS))
171 sp_build_quad_pipeline(softpipe);
172
173 softpipe->dirty = 0;
174 }