#include "main/glheader.h"
#include "main/macros.h"
+#include "main/mtypes.h"
#include "main/enums.h"
+#include "main/fbobject.h"
#include "intel_batchbuffer.h"
static void compile_sf_prog( struct brw_context *brw,
struct brw_sf_prog_key *key )
{
- struct intel_context *intel = &brw->intel;
struct brw_sf_compile c;
const GLuint *program;
void *mem_ctx;
brw_init_compile(brw, &c.func, mem_ctx);
c.key = *key;
- brw_compute_vue_map(&c.vue_map, intel, c.key.nr_userclip, c.key.attrs);
- c.urb_entry_read_offset = brw_sf_compute_urb_entry_read_offset(intel);
+ c.vue_map = brw->vue_map_geom_out;
+ if (c.key.do_point_coord) {
+ /*
+ * gl_PointCoord is a FS instead of VS builtin variable, thus it's
+ * not included in c.vue_map generated in VS stage. Here we add
+ * it manually to let SF shader generate the needed interpolation
+ * coefficient for FS shader.
+ */
+ c.vue_map.varying_to_slot[BRW_VARYING_SLOT_PNTC] = c.vue_map.num_slots;
+ c.vue_map.slot_to_varying[c.vue_map.num_slots++] = BRW_VARYING_SLOT_PNTC;
+ }
+ c.urb_entry_read_offset = BRW_SF_URB_ENTRY_READ_OFFSET;
c.nr_attr_regs = (c.vue_map.num_slots + 1)/2 - c.urb_entry_read_offset;
c.nr_setup_regs = c.nr_attr_regs;
c.prog_data.urb_read_length = c.nr_attr_regs;
c.prog_data.urb_entry_size = c.nr_setup_regs * 2;
+ c.has_flat_shading = brw_any_flat_varyings(&key->interpolation_mode);
/* Which primitive? Or all three?
*/
switch (key->primitive) {
case SF_TRIANGLES:
c.nr_verts = 3;
- brw_emit_tri_setup( &c, GL_TRUE );
+ brw_emit_tri_setup( &c, true );
break;
case SF_LINES:
c.nr_verts = 2;
- brw_emit_line_setup( &c, GL_TRUE );
+ brw_emit_line_setup( &c, true );
break;
case SF_POINTS:
c.nr_verts = 1;
if (key->do_point_sprite)
- brw_emit_point_sprite_setup( &c, GL_TRUE );
+ brw_emit_point_sprite_setup( &c, true );
else
- brw_emit_point_setup( &c, GL_TRUE );
+ brw_emit_point_setup( &c, true );
break;
case SF_UNFILLED_TRIS:
c.nr_verts = 3;
printf("sf:\n");
for (i = 0; i < program_size / sizeof(struct brw_instruction); i++)
brw_disasm(stdout, &((struct brw_instruction *)program)[i],
- intel->gen);
+ brw->gen);
printf("\n");
}
/* Calculate interpolants for triangle and line rasterization.
*/
-static void upload_sf_prog(struct brw_context *brw)
+static void
+brw_upload_sf_prog(struct brw_context *brw)
{
- struct gl_context *ctx = &brw->intel.ctx;
+ struct gl_context *ctx = &brw->ctx;
struct brw_sf_prog_key key;
+ /* _NEW_BUFFERS */
+ bool render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
memset(&key, 0, sizeof(key));
/* Populate the key, noting state dependencies:
*/
- /* CACHE_NEW_VS_PROG */
- key.attrs = brw->vs.prog_data->outputs_written;
+ /* BRW_NEW_VUE_MAP_GEOM_OUT */
+ key.attrs = brw->vue_map_geom_out.slots_valid;
/* BRW_NEW_REDUCED_PRIMITIVE */
- switch (brw->intel.reduced_primitive) {
+ switch (brw->reduced_primitive) {
case GL_TRIANGLES:
/* NOTE: We just use the edgeflag attribute as an indicator that
* unfilled triangles are active. We don't actually do the
* edgeflag testing here, it is already done in the clip
* program.
*/
- if (key.attrs & BITFIELD64_BIT(VERT_RESULT_EDGE))
+ if (key.attrs & BITFIELD64_BIT(VARYING_SLOT_EDGE))
key.primitive = SF_UNFILLED_TRIS;
else
key.primitive = SF_TRIANGLES;
}
/* _NEW_TRANSFORM */
- key.nr_userclip = brw_count_bits(ctx->Transform.ClipPlanesEnabled);
+ key.userclip_active = (ctx->Transform.ClipPlanesEnabled != 0);
/* _NEW_POINT */
key.do_point_sprite = ctx->Point.PointSprite;
key.point_sprite_coord_replace |= (1 << i);
}
}
- key.sprite_origin_lower_left = (ctx->Point.SpriteOrigin == GL_LOWER_LEFT);
- /* _NEW_LIGHT */
- key.do_flat_shading = (ctx->Light.ShadeModel == GL_FLAT);
- key.do_twoside_color = (ctx->Light.Enabled && ctx->Light.Model.TwoSide);
+ if (brw->fragment_program->Base.InputsRead & BITFIELD64_BIT(VARYING_SLOT_PNTC))
+ key.do_point_coord = 1;
+ /*
+ * Window coordinates in a FBO are inverted, which means point
+ * sprite origin must be inverted, too.
+ */
+ if ((ctx->Point.SpriteOrigin == GL_LOWER_LEFT) != render_to_fbo)
+ key.sprite_origin_lower_left = true;
+
+ /* BRW_NEW_INTERPOLATION_MAP */
+ key.interpolation_mode = brw->interpolation_mode;
+
+ /* _NEW_LIGHT | _NEW_PROGRAM */
+ key.do_twoside_color = ((ctx->Light.Enabled && ctx->Light.Model.TwoSide) ||
+ ctx->VertexProgram._TwoSideEnabled);
/* _NEW_POLYGON */
if (key.do_twoside_color) {
/* If we're rendering to a FBO, we have to invert the polygon
* face orientation, just as we invert the viewport in
- * sf_unit_create_from_key(). ctx->DrawBuffer->Name will be
- * nonzero if we're rendering to such an FBO.
+ * sf_unit_create_from_key().
*/
- key.frontface_ccw = (ctx->Polygon.FrontFace == GL_CCW) ^ (ctx->DrawBuffer->Name != 0);
+ key.frontface_ccw = (ctx->Polygon.FrontFace == GL_CCW) != render_to_fbo;
}
if (!brw_search_cache(&brw->cache, BRW_SF_PROG,
const struct brw_tracked_state brw_sf_prog = {
.dirty = {
- .mesa = (_NEW_HINT | _NEW_LIGHT | _NEW_POLYGON | _NEW_POINT | _NEW_TRANSFORM),
- .brw = (BRW_NEW_REDUCED_PRIMITIVE),
- .cache = CACHE_NEW_VS_PROG
+ .mesa = (_NEW_HINT | _NEW_LIGHT | _NEW_POLYGON | _NEW_POINT |
+ _NEW_TRANSFORM | _NEW_BUFFERS | _NEW_PROGRAM),
+ .brw = (BRW_NEW_REDUCED_PRIMITIVE |
+ BRW_NEW_VUE_MAP_GEOM_OUT |
+ BRW_NEW_INTERPOLATION_MAP)
},
- .prepare = upload_sf_prog
+ .emit = brw_upload_sf_prog
};