#include "main/glheader.h"
#include "main/macros.h"
+#include "main/mtypes.h"
#include "main/enums.h"
+#include "main/fbobject.h"
#include "intel_batchbuffer.h"
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.vue_map = brw->vs.prog_data->vue_map;
+ 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.vert_result_to_slot[BRW_VERT_RESULT_PNTC] = c.vue_map.num_slots;
+ c.vue_map.slot_to_vert_result[c.vue_map.num_slots++] = BRW_VERT_RESULT_PNTC;
+ }
c.urb_entry_read_offset = brw_sf_compute_urb_entry_read_offset(intel);
c.nr_attr_regs = (c.vue_map.num_slots + 1)/2 - c.urb_entry_read_offset;
c.nr_setup_regs = c.nr_attr_regs;
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;
/* 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 brw_sf_prog_key key;
+ /* _NEW_BUFFERS */
+ bool render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
memset(&key, 0, sizeof(key));
}
/* _NEW_TRANSFORM */
- key.nr_userclip = _mesa_bitcount_64(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);
+ if (brw->fragment_program->Base.InputsRead & BITFIELD64_BIT(FRAG_ATTRIB_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;
+
/* _NEW_LIGHT */
key.do_flat_shading = (ctx->Light.ShadeModel == GL_FLAT);
key.do_twoside_color = (ctx->Light.Enabled && ctx->Light.Model.TwoSide);
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),
+ .mesa = (_NEW_HINT | _NEW_LIGHT | _NEW_POLYGON | _NEW_POINT |
+ _NEW_TRANSFORM | _NEW_BUFFERS),
.brw = (BRW_NEW_REDUCED_PRIMITIVE),
.cache = CACHE_NEW_VS_PROG
},
- .prepare = upload_sf_prog
+ .emit = brw_upload_sf_prog
};