#include "main/glheader.h"
#include "main/mtypes.h"
#include "main/macros.h"
-#include "main/mfeatures.h"
#include "main/enums.h"
#include "main/ffvertex_prog.h"
#include "program/program.h"
if (ctx->RenderMode == GL_FEEDBACK) {
/* make sure the vertprog emits color and tex0 */
- key->fragprog_inputs_read |= (FRAG_BIT_COL0 | FRAG_BIT_TEX0);
+ key->fragprog_inputs_read |= (VARYING_BIT_COL0 | VARYING_BIT_TEX0);
}
key->separate_specular = (ctx->Light.Model.ColorControl ==
inst = &p->program->Base.Instructions[nr];
inst->Opcode = (enum prog_opcode) op;
- inst->Data = 0;
emit_arg( &inst->SrcReg[0], src0 );
emit_arg( &inst->SrcReg[1], src1 );
struct ureg dest,
struct ureg src )
{
-#if 0
- /* XXX use this when drivers are ready for NRM3 */
- emit_op1(p, OPCODE_NRM3, dest, WRITEMASK_XYZ, src);
-#else
struct ureg tmp = get_temp(p);
emit_op2(p, OPCODE_DP3, tmp, WRITEMASK_X, src, src);
emit_op1(p, OPCODE_RSQ, tmp, WRITEMASK_X, tmp);
emit_op2(p, OPCODE_MUL, dest, 0, src, swizzle1(tmp, X));
release_temp(p, tmp);
-#endif
}
switch (p->state->fog_distance_mode) {
case FDM_EYE_RADIAL: /* Z = sqrt(Xe*Xe + Ye*Ye + Ze*Ze) */
- input = get_eye_position(p);
- emit_op2(p, OPCODE_DP3, fog, WRITEMASK_X, input, input);
- emit_op1(p, OPCODE_RSQ, fog, WRITEMASK_X, fog);
- emit_op1(p, OPCODE_RCP, fog, WRITEMASK_X, fog);
- break;
+ input = get_eye_position(p);
+ emit_op2(p, OPCODE_DP3, fog, WRITEMASK_X, input, input);
+ emit_op1(p, OPCODE_RSQ, fog, WRITEMASK_X, fog);
+ emit_op1(p, OPCODE_RCP, fog, WRITEMASK_X, fog);
+ break;
case FDM_EYE_PLANE: /* Z = Ze */
- input = get_eye_position_z(p);
- emit_op1(p, OPCODE_MOV, fog, WRITEMASK_X, input);
- break;
+ input = get_eye_position_z(p);
+ emit_op1(p, OPCODE_MOV, fog, WRITEMASK_X, input);
+ break;
case FDM_EYE_PLANE_ABS: /* Z = abs(Ze) */
- input = get_eye_position_z(p);
- emit_op1(p, OPCODE_ABS, fog, WRITEMASK_X, input);
- break;
- default: assert(0); break; /* can't happen */
+ input = get_eye_position_z(p);
+ emit_op1(p, OPCODE_ABS, fog, WRITEMASK_X, input);
+ break;
+ default:
+ assert(!"Bad fog mode in build_fog()");
+ break;
}
}
for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
- if (!(p->state->fragprog_inputs_read & FRAG_BIT_TEX(i)))
+ if (!(p->state->fragprog_inputs_read & VARYING_BIT_TEX(i)))
continue;
if (p->state->unit[i].coord_replace)
/* Lighting calculations:
*/
- if (p->state->fragprog_inputs_read & (FRAG_BIT_COL0|FRAG_BIT_COL1)) {
+ if (p->state->fragprog_inputs_read & (VARYING_BIT_COL0|VARYING_BIT_COL1)) {
if (p->state->light_global_enabled)
build_lighting(p);
else {
- if (p->state->fragprog_inputs_read & FRAG_BIT_COL0)
+ if (p->state->fragprog_inputs_read & VARYING_BIT_COL0)
emit_passthrough(p, VERT_ATTRIB_COLOR0, VARYING_SLOT_COL0);
- if (p->state->fragprog_inputs_read & FRAG_BIT_COL1)
+ if (p->state->fragprog_inputs_read & VARYING_BIT_COL1)
emit_passthrough(p, VERT_ATTRIB_COLOR1, VARYING_SLOT_COL1);
}
}
- if (p->state->fragprog_inputs_read & FRAG_BIT_FOGC)
+ if (p->state->fragprog_inputs_read & VARYING_BIT_FOGC)
build_fog(p);
- if (p->state->fragprog_inputs_read & FRAG_BITS_TEX_ANY)
+ if (p->state->fragprog_inputs_read & VARYING_BITS_TEX_ANY)
build_texture_transform(p);
if (p->state->point_attenuated)
return NULL;
create_new_program( &key, prog,
- ctx->mvp_with_dp4,
+ ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX].PreferDP4,
ctx->Const.VertexProgram.MaxTemps );
#if 0