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;
- c.vue_map = brw->vs.prog_data->vue_map;
+ 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
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_compute_urb_entry_read_offset(intel);
+ 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?
*/
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");
}
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);
/* 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
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_flat_shading = (ctx->Light.ShadeModel == GL_FLAT);
key.do_twoside_color = ((ctx->Light.Enabled && ctx->Light.Model.TwoSide) ||
ctx->VertexProgram._TwoSideEnabled);
.dirty = {
.mesa = (_NEW_HINT | _NEW_LIGHT | _NEW_POLYGON | _NEW_POINT |
_NEW_TRANSFORM | _NEW_BUFFERS | _NEW_PROGRAM),
- .brw = (BRW_NEW_REDUCED_PRIMITIVE),
- .cache = CACHE_NEW_VS_PROG
+ .brw = (BRW_NEW_REDUCED_PRIMITIVE |
+ BRW_NEW_VUE_MAP_GEOM_OUT |
+ BRW_NEW_INTERPOLATION_MAP)
},
.emit = brw_upload_sf_prog
};