{
const struct lp_fragment_shader *lpfs = llvmpipe->fs;
struct vertex_info *vinfo = &llvmpipe->vertex_info;
- unsigned vs_index;
+ int vs_index;
uint i;
+ llvmpipe->color_slot[0] = -1;
+ llvmpipe->color_slot[1] = -1;
+ llvmpipe->bcolor_slot[0] = -1;
+ llvmpipe->bcolor_slot[1] = -1;
+
/*
* Match FS inputs against VS outputs, emitting the necessary
* attributes. Could cache these structs and look them up with a
lpfs->info.base.input_semantic_name[i],
lpfs->info.base.input_semantic_index[i]);
+ if (lpfs->info.base.input_semantic_name[i] == TGSI_SEMANTIC_COLOR &&
+ lpfs->info.base.input_semantic_index[i] < 2) {
+ int idx = lpfs->info.base.input_semantic_index[i];
+ llvmpipe->color_slot[idx] = (int)vinfo->num_attribs;
+ }
+
/*
* Emit the requested fs attribute for all but position.
*/
draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, vs_index);
}
+ /* Figure out if we need bcolor as well.
+ */
+ for (i = 0; i < 2; i++) {
+ vs_index = draw_find_shader_output(llvmpipe->draw,
+ TGSI_SEMANTIC_BCOLOR, i);
+
+ if (vs_index >= 0) {
+ llvmpipe->bcolor_slot[i] = (int)vinfo->num_attribs;
+ 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) {
+ if (vs_index >= 0) {
llvmpipe->psize_slot = vinfo->num_attribs;
draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index);
}
+ /* Figure out if we need viewport index */
+ vs_index = draw_find_shader_output(llvmpipe->draw,
+ TGSI_SEMANTIC_VIEWPORT_INDEX,
+ 0);
+ if (vs_index >= 0) {
+ llvmpipe->viewport_index_slot = vinfo->num_attribs;
+ draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index);
+ } else {
+ llvmpipe->viewport_index_slot = 0;
+ }
+
+ /* Figure out if we need layer */
+ vs_index = draw_find_shader_output(llvmpipe->draw,
+ TGSI_SEMANTIC_LAYER,
+ 0);
+ if (vs_index >= 0) {
+ llvmpipe->layer_slot = vinfo->num_attribs;
+ draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_CONSTANT, vs_index);
+ } else {
+ llvmpipe->layer_slot = 0;
+ }
+
+
draw_compute_vertex_size(vinfo);
lp_setup_set_vertex_info(llvmpipe->setup, vinfo);
}
compute_vertex_info( llvmpipe );
if (llvmpipe->dirty & (LP_NEW_FS |
+ LP_NEW_FRAMEBUFFER |
LP_NEW_BLEND |
LP_NEW_SCISSOR |
LP_NEW_DEPTH_STENCIL_ALPHA |
LP_NEW_RASTERIZER |
LP_NEW_SAMPLER |
LP_NEW_SAMPLER_VIEW |
- LP_NEW_QUERY))
+ LP_NEW_OCCLUSION_QUERY))
llvmpipe_update_fs( llvmpipe );
if (llvmpipe->dirty & (LP_NEW_FS |
&llvmpipe->blend_color);
if (llvmpipe->dirty & LP_NEW_SCISSOR)
- lp_setup_set_scissor(llvmpipe->setup, &llvmpipe->scissor);
+ lp_setup_set_scissors(llvmpipe->setup, llvmpipe->scissors);
if (llvmpipe->dirty & LP_NEW_DEPTH_STENCIL_ALPHA) {
lp_setup_set_alpha_ref_value(llvmpipe->setup,
}
if (llvmpipe->dirty & LP_NEW_CONSTANTS)
- lp_setup_set_fs_constants(llvmpipe->setup,
- llvmpipe->constants[PIPE_SHADER_FRAGMENT][0]);
+ lp_setup_set_fs_constants(llvmpipe->setup,
+ Elements(llvmpipe->constants[PIPE_SHADER_FRAGMENT]),
+ llvmpipe->constants[PIPE_SHADER_FRAGMENT]);
if (llvmpipe->dirty & (LP_NEW_SAMPLER_VIEW))
lp_setup_set_fragment_sampler_views(llvmpipe->setup,
- llvmpipe->num_fragment_sampler_views,
- llvmpipe->fragment_sampler_views);
+ llvmpipe->num_sampler_views[PIPE_SHADER_FRAGMENT],
+ llvmpipe->sampler_views[PIPE_SHADER_FRAGMENT]);
if (llvmpipe->dirty & (LP_NEW_SAMPLER))
lp_setup_set_fragment_sampler_state(llvmpipe->setup,
- llvmpipe->num_samplers,
- llvmpipe->sampler);
+ llvmpipe->num_samplers[PIPE_SHADER_FRAGMENT],
+ llvmpipe->samplers[PIPE_SHADER_FRAGMENT]);
llvmpipe->dirty = 0;
}