{
struct intel_context *intel = &brw->intel;
struct gl_context *ctx = &intel->ctx;
- /* CACHE_NEW_VS_PROG */
- uint32_t num_inputs = brw_count_bits(brw->vs.prog_data->outputs_written);
+ struct brw_vue_map vue_map;
+ uint32_t urb_entry_read_length;
/* BRW_NEW_FRAGMENT_PROGRAM */
- uint32_t num_outputs = brw_count_bits(brw->fragment_program->Base.InputsRead);
+ uint32_t num_outputs = _mesa_bitcount_64(brw->fragment_program->Base.InputsRead);
+ /* _NEW_LIGHT */
+ bool shade_model_flat = ctx->Light.ShadeModel == GL_FLAT;
uint32_t dw1, dw10, dw11;
int i;
int attr = 0, input_index = 0;
- /* _NEW_TRANSFORM */
- int urb_start = ctx->Transform.ClipPlanesEnabled ? 2 : 1;
- /* _NEW_LIGHT */
- int two_side_color = (ctx->Light.Enabled && ctx->Light.Model.TwoSide);
+ int urb_entry_read_offset = 1;
uint16_t attr_overrides[FRAG_ATTRIB_MAX];
+ /* _NEW_BUFFERS */
+ bool render_to_fbo = ctx->DrawBuffer->Name != 0;
+ uint32_t point_sprite_origin;
+
+ /* CACHE_NEW_VS_PROG */
+ brw_compute_vue_map(&vue_map, intel, brw->vs.prog_data);
+ urb_entry_read_length = (vue_map.num_slots + 1)/2 - urb_entry_read_offset;
+ if (urb_entry_read_length == 0) {
+ /* Setting the URB entry read length to 0 causes undefined behavior, so
+ * if we have no URB data to read, set it to 1.
+ */
+ urb_entry_read_length = 1;
+ }
/* FINISHME: Attribute Swizzle Control Mode? */
dw1 =
GEN7_SBE_SWIZZLE_ENABLE |
num_outputs << GEN7_SBE_NUM_OUTPUTS_SHIFT |
- (num_inputs + 1) / 2 << GEN7_SBE_URB_ENTRY_READ_LENGTH_SHIFT |
- urb_start << GEN7_SBE_URB_ENTRY_READ_OFFSET_SHIFT;
+ urb_entry_read_length << GEN7_SBE_URB_ENTRY_READ_LENGTH_SHIFT |
+ urb_entry_read_offset << GEN7_SBE_URB_ENTRY_READ_OFFSET_SHIFT;
- /* _NEW_POINT */
- if (ctx->Point.SpriteOrigin == GL_LOWER_LEFT)
- dw1 |= GEN6_SF_POINT_SPRITE_LOWERLEFT;
+ /* _NEW_POINT
+ *
+ * Window coordinates in an FBO are inverted, which means point
+ * sprite origin must be inverted.
+ */
+ if ((ctx->Point.SpriteOrigin == GL_LOWER_LEFT) != render_to_fbo) {
+ point_sprite_origin = GEN6_SF_POINT_SPRITE_LOWERLEFT;
+ } else {
+ point_sprite_origin = GEN6_SF_POINT_SPRITE_UPPERLEFT;
+ }
+ dw1 |= point_sprite_origin;
- dw10 = 0;
- /* _NEW_LIGHT (flat shading) */
+ dw10 = 0;
dw11 = 0;
- if (ctx->Light.ShadeModel == GL_FLAT) {
- dw11 |= ((brw->fragment_program->Base.InputsRead & (FRAG_BIT_COL0 | FRAG_BIT_COL1)) >>
- ((brw->fragment_program->Base.InputsRead & FRAG_BIT_WPOS) ? 0 : 1));
- }
/* Create the mapping from the FS inputs we produce to the VS outputs
* they source from.
*/
for (; attr < FRAG_ATTRIB_MAX; attr++) {
+ enum glsl_interp_qualifier interp_qualifier =
+ brw->fragment_program->InterpQualifier[attr];
+ bool is_gl_Color = attr == FRAG_ATTRIB_COL0 || attr == FRAG_ATTRIB_COL1;
+
if (!(brw->fragment_program->Base.InputsRead & BITFIELD64_BIT(attr)))
continue;
if (attr == FRAG_ATTRIB_PNTC)
dw10 |= (1 << input_index);
+ /* flat shading */
+ if (interp_qualifier == INTERP_QUALIFIER_FLAT ||
+ (shade_model_flat && is_gl_Color &&
+ interp_qualifier == INTERP_QUALIFIER_NONE))
+ dw11 |= (1 << input_index);
+
/* The hardware can only do the overrides on 16 overrides at a
* time, and the other up to 16 have to be lined up so that the
* input index = the output index. We'll need to do some
*/
assert(input_index < 16 || attr == input_index);
- attr_overrides[input_index++] = get_attr_override(brw, attr,
- two_side_color);
+ /* _NEW_LIGHT | _NEW_PROGRAM */
+ attr_overrides[input_index++] =
+ get_attr_override(&vue_map, urb_entry_read_offset, attr,
+ ctx->VertexProgram._TwoSideEnabled);
}
- for (; attr < FRAG_ATTRIB_MAX; attr++)
- attr_overrides[input_index++] = 0;
+ for (; input_index < FRAG_ATTRIB_MAX; input_index++)
+ attr_overrides[input_index] = 0;
BEGIN_BATCH(14);
OUT_BATCH(_3DSTATE_SBE << 16 | (14 - 2));
.dirty = {
.mesa = (_NEW_LIGHT |
_NEW_POINT |
- _NEW_TRANSFORM),
+ _NEW_PROGRAM),
.brw = (BRW_NEW_CONTEXT |
BRW_NEW_FRAGMENT_PROGRAM),
.cache = CACHE_NEW_VS_PROG
/* _NEW_BUFFERS */
bool render_to_fbo = brw->intel.ctx.DrawBuffer->Name != 0;
- dw1 = GEN6_SF_STATISTICS_ENABLE | GEN6_SF_VIEWPORT_TRANSFORM_ENABLE;
+ dw1 = GEN6_SF_STATISTICS_ENABLE |
+ GEN6_SF_VIEWPORT_TRANSFORM_ENABLE;
/* _NEW_BUFFERS */
- dw1 |= (gen7_depth_format(brw) << GEN7_SF_DEPTH_BUFFER_SURFACE_FORMAT_SHIFT);
+ dw1 |= (brw_depthbuffer_format(brw) << GEN7_SF_DEPTH_BUFFER_SURFACE_FORMAT_SHIFT);
/* _NEW_POLYGON */
if ((ctx->Polygon.FrontFace == GL_CCW) ^ render_to_fbo)
dw3 = 0;
- /* _NEW_POINT */
+ /* _NEW_PROGRAM | _NEW_POINT */
if (!(ctx->VertexProgram.PointSizeEnabled || ctx->Point._Attenuated))
dw3 |= GEN6_SF_USE_STATE_POINT_WIDTH;
const struct brw_tracked_state gen7_sf_state = {
.dirty = {
.mesa = (_NEW_LIGHT |
+ _NEW_PROGRAM |
_NEW_POLYGON |
_NEW_LINE |
_NEW_SCISSOR |
_NEW_BUFFERS |
_NEW_POINT),
- .brw = (BRW_NEW_CONTEXT),
+ .brw = BRW_NEW_CONTEXT,
.cache = CACHE_NEW_VS_PROG
},
.emit = upload_sf_state,