{
const struct lp_fragment_shader *lpfs = llvmpipe->fs;
struct vertex_info *vinfo = &llvmpipe->vertex_info;
- struct lp_shader_input inputs[1 + PIPE_MAX_SHADER_INPUTS];
+ struct lp_shader_input *inputs = llvmpipe->inputs;
unsigned vs_index;
uint i;
vs_index = draw_find_shader_output(llvmpipe->draw,
lpfs->info.input_semantic_name[i],
lpfs->info.input_semantic_index[i]);
+ if (vs_index < 0) {
+ /*
+ * This can happen with sprite coordinates - the vertex
+ * shader doesn't need to provide an output as we generate
+ * them internally. However, lets keep pretending that there
+ * is something there to not confuse other code.
+ */
+ vs_index = 0;
+ }
/* This can be pre-computed, except for flatshade:
*/
+ inputs[i].usage_mask = lpfs->info.input_usage_mask[i];
+
+ switch (lpfs->info.input_interpolate[i]) {
+ case TGSI_INTERPOLATE_CONSTANT:
+ inputs[i].interp = LP_INTERP_CONSTANT;
+ break;
+ case TGSI_INTERPOLATE_LINEAR:
+ inputs[i].interp = LP_INTERP_LINEAR;
+ break;
+ case TGSI_INTERPOLATE_PERSPECTIVE:
+ inputs[i].interp = LP_INTERP_PERSPECTIVE;
+ break;
+ default:
+ assert(0);
+ break;
+ }
+
switch (lpfs->info.input_semantic_name[i]) {
case TGSI_SEMANTIC_FACE:
inputs[i].interp = LP_INTERP_FACING;
*/
if (llvmpipe->rasterizer->flatshade)
inputs[i].interp = LP_INTERP_CONSTANT;
- else
- inputs[i].interp = LP_INTERP_LINEAR;
break;
default:
- switch (lpfs->info.input_interpolate[i]) {
- case TGSI_INTERPOLATE_CONSTANT:
- inputs[i].interp = LP_INTERP_CONSTANT;
- break;
- case TGSI_INTERPOLATE_LINEAR:
- inputs[i].interp = LP_INTERP_LINEAR;
- break;
- case TGSI_INTERPOLATE_PERSPECTIVE:
- inputs[i].interp = LP_INTERP_PERSPECTIVE;
- break;
- default:
- assert(0);
- break;
- }
+ break;
}
/*
draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
}
+ /* Figure out if we need pointsize as well.
+ */
+ vs_index = draw_find_shader_output(llvmpipe->draw,
+ TGSI_SEMANTIC_PSIZE, 0);
+
+ if (vs_index > 0) {
+ llvmpipe->psize_slot = vinfo->num_attribs;
+ draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index);
+ }
+
+ llvmpipe->num_inputs = lpfs->info.num_inputs;
+
draw_compute_vertex_size(vinfo);
lp_setup_set_vertex_info(llvmpipe->setup, vinfo);
LP_NEW_DEPTH_STENCIL_ALPHA |
LP_NEW_RASTERIZER |
LP_NEW_SAMPLER |
- LP_NEW_SAMPLER_VIEW))
+ LP_NEW_SAMPLER_VIEW |
+ LP_NEW_QUERY))
llvmpipe_update_fs( llvmpipe );
if (llvmpipe->dirty & LP_NEW_BLEND_COLOR)
if (llvmpipe->dirty & LP_NEW_CONSTANTS)
lp_setup_set_fs_constants(llvmpipe->setup,
- llvmpipe->constants[PIPE_SHADER_FRAGMENT]);
+ llvmpipe->constants[PIPE_SHADER_FRAGMENT][0]);
- if (llvmpipe->dirty & LP_NEW_SAMPLER_VIEW)
- lp_setup_set_fragment_sampler_views(llvmpipe->setup,
+ if (llvmpipe->dirty & (LP_NEW_SAMPLER_VIEW |
+ LP_NEW_SAMPLER))
+ lp_setup_set_fragment_sampler_views(llvmpipe->setup,
llvmpipe->num_fragment_sampler_views,
- llvmpipe->fragment_sampler_views);
+ llvmpipe->fragment_sampler_views,
+ llvmpipe->sampler);
llvmpipe->dirty = 0;
}