#include "brw_sf.h"
#include "brw_state.h"
-#include "../glsl/ralloc.h"
+#include "glsl/ralloc.h"
static void compile_sf_prog( struct brw_context *brw,
struct brw_sf_prog_key *key )
const GLuint *program;
void *mem_ctx;
GLuint program_size;
- GLuint i, idx;
+ GLuint i;
memset(&c, 0, sizeof(c));
brw_init_compile(brw, &c.func, mem_ctx);
c.key = *key;
- c.nr_attrs = brw_count_bits(c.key.attrs);
- c.nr_attr_regs = (c.nr_attrs+1)/2;
- c.nr_setup_attrs = brw_count_bits(c.key.attrs);
- c.nr_setup_regs = (c.nr_setup_attrs+1)/2;
+ brw_compute_vue_map(&c.vue_map, intel, c.key.userclip_active, c.key.attrs);
+ 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;
c.prog_data.urb_read_length = c.nr_attr_regs;
c.prog_data.urb_entry_size = c.nr_setup_regs * 2;
- /* Construct map from attribute number to position in the vertex.
- */
- for (i = idx = 0; i < VERT_RESULT_MAX; i++) {
- if (c.key.attrs & BITFIELD64_BIT(i)) {
- c.attr_to_idx[i] = idx;
- c.idx_to_attr[idx] = i;
- idx++;
- }
- }
-
/* 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;
/* 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;
break;
}
+ /* _NEW_TRANSFORM */
+ key.userclip_active = (ctx->Transform.ClipPlanesEnabled != 0);
+
/* _NEW_POINT */
key.do_point_sprite = ctx->Point.PointSprite;
if (key.do_point_sprite) {
const struct brw_tracked_state brw_sf_prog = {
.dirty = {
- .mesa = (_NEW_HINT | _NEW_LIGHT | _NEW_POLYGON | _NEW_POINT),
+ .mesa = (_NEW_HINT | _NEW_LIGHT | _NEW_POLYGON | _NEW_POINT | _NEW_TRANSFORM),
.brw = (BRW_NEW_REDUCED_PRIMITIVE),
.cache = CACHE_NEW_VS_PROG
},
- .prepare = upload_sf_prog
+ .emit = brw_upload_sf_prog
};