Fix a typo (i << i) that was fouling up the vertex layout info.
[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 softpipe->nr_attrs = 0;
79 memset(slot_to_vf_attr, 0, sizeof(slot_to_vf_attr));
80
81 memset(softpipe->fp_attr_to_slot, 0, sizeof(softpipe->fp_attr_to_slot));
82 memset(softpipe->vf_attr_to_slot, 0, sizeof(softpipe->vf_attr_to_slot));
83
84 /* TODO - Figure out if we need to do perspective divide, etc.
85 */
86 EMIT_ATTR(VF_ATTRIB_POS, FRAG_ATTRIB_WPOS, INTERP_LINEAR);
87
88 /* Pull in the rest of the attributes. They are all in float4
89 * format. Future optimizations could be to keep some attributes
90 * as fixed point or ubyte format.
91 */
92 for (i = 1; i < FRAG_ATTRIB_TEX0; i++) {
93 if (inputsRead & (1 << i)) {
94 if (softpipe->setup.flatshade
95 && (i == FRAG_ATTRIB_COL0 || i == FRAG_ATTRIB_COL1))
96 EMIT_ATTR(frag_to_vf[i], i, INTERP_CONSTANT);
97 else
98 EMIT_ATTR(frag_to_vf[i], i, INTERP_LINEAR);
99 }
100 }
101
102 for (i = FRAG_ATTRIB_TEX0; i < FRAG_ATTRIB_MAX; i++) {
103 if (inputsRead & (1 << i)) {
104 EMIT_ATTR(frag_to_vf[i], i, INTERP_PERSPECTIVE);
105 }
106 }
107
108 softpipe->nr_frag_attrs = softpipe->nr_attrs;
109
110 /* Additional attributes required for setup: Just twosided
111 * lighting. Edgeflag is dealt with specially by setting bits in
112 * the vertex header.
113 */
114 if (softpipe->setup.light_twoside) {
115 if (inputsRead & FRAG_BIT_COL0) {
116 EMIT_ATTR(VF_ATTRIB_BFC0, FRAG_ATTRIB_MAX, 0); /* XXX: mark as discarded after setup */
117 }
118
119 if (inputsRead & FRAG_BIT_COL1) {
120 EMIT_ATTR(VF_ATTRIB_BFC1, FRAG_ATTRIB_MAX, 0); /* XXX: discard after setup */
121 }
122 }
123
124 /* If the attributes have changed, tell the draw module (which in turn
125 * tells the vf module) about the new vertex layout.
126 */
127 if (attr_mask != softpipe->attr_mask) {
128 softpipe->attr_mask = attr_mask;
129
130 draw_set_vertex_attributes( softpipe->draw,
131 slot_to_vf_attr,
132 softpipe->nr_attrs );
133 }
134 }
135
136
137 /* Hopefully this will remain quite simple, otherwise need to pull in
138 * something like the state tracker mechanism.
139 */
140 void softpipe_update_derived( struct softpipe_context *softpipe )
141 {
142 if (softpipe->dirty & (SP_NEW_SETUP | SP_NEW_FS))
143 calculate_vertex_layout( softpipe );
144
145 if (softpipe->dirty & (SP_NEW_BLEND |
146 SP_NEW_DEPTH_TEST |
147 SP_NEW_ALPHA_TEST |
148 SP_NEW_FRAMEBUFFER |
149 SP_NEW_STENCIL |
150 SP_NEW_SETUP |
151 SP_NEW_FS))
152 sp_build_quad_pipeline(softpipe);
153
154 softpipe->dirty = 0;
155 }