static void compile_sf_prog( struct brw_context *brw,
struct brw_sf_prog_key *key )
{
- GLcontext *ctx = &brw->intel.ctx;
+ struct intel_context *intel = &brw->intel;
struct brw_sf_compile c;
const GLuint *program;
GLuint program_size;
/* Construct map from attribute number to position in the vertex.
*/
- for (i = idx = 0; i < VERT_RESULT_MAX; i++)
+ 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;
- if (i >= VERT_RESULT_TEX0 && i <= VERT_RESULT_TEX7) {
- c.point_attrs[i].CoordReplace =
- ctx->Point.CoordReplace[i - VERT_RESULT_TEX0];
- }
- else {
- c.point_attrs[i].CoordReplace = GL_FALSE;
- }
idx++;
}
-
+ }
+
/* Which primitive? Or all three?
*/
switch (key->primitive) {
*/
program = brw_get_program(&c.func, &program_size);
+ if (INTEL_DEBUG & DEBUG_SF) {
+ printf("sf:\n");
+ for (i = 0; i < program_size / sizeof(struct brw_instruction); i++)
+ brw_disasm(stdout, &((struct brw_instruction *)program)[i],
+ intel->gen);
+ printf("\n");
+ }
+
/* Upload
*/
- dri_bo_unreference(brw->sf.prog_bo);
- brw->sf.prog_bo = brw_upload_cache( &brw->cache, BRW_SF_PROG,
- &c.key, sizeof(c.key),
- NULL, 0,
- program, program_size,
- &c.prog_data,
- &brw->sf.prog_data );
+ drm_intel_bo_unreference(brw->sf.prog_bo);
+ brw->sf.prog_bo = brw_upload_cache_with_auxdata(&brw->cache, BRW_SF_PROG,
+ &c.key, sizeof(c.key),
+ NULL, 0,
+ program, program_size,
+ &c.prog_data,
+ sizeof(c.prog_data),
+ &brw->sf.prog_data);
}
/* Calculate interpolants for triangle and line rasterization.
*/
static void upload_sf_prog(struct brw_context *brw)
{
- GLcontext *ctx = &brw->intel.ctx;
+ struct gl_context *ctx = &brw->intel.ctx;
struct brw_sf_prog_key key;
memset(&key, 0, sizeof(key));
break;
}
+ /* _NEW_POINT */
key.do_point_sprite = ctx->Point.PointSprite;
+ if (key.do_point_sprite) {
+ int i;
+
+ for (i = 0; i < 8; i++) {
+ if (ctx->Point.CoordReplace[i])
+ 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.frontface_ccw = (ctx->Polygon.FrontFace == GL_CCW) ^ (ctx->DrawBuffer->Name != 0);
}
- dri_bo_unreference(brw->sf.prog_bo);
+ drm_intel_bo_unreference(brw->sf.prog_bo);
brw->sf.prog_bo = brw_search_cache(&brw->cache, BRW_SF_PROG,
&key, sizeof(key),
NULL, 0,