* VERT_ATTRIB_GENERIC
* include the OpenGL 2.0+ GLSL generic shader attributes.
* These alias the generic GL_ARB_vertex_shader attributes.
+ * VERT_ATTRIB_MAT
+ * include the generic shader attributes used to alias
+ * varying material values for the TNL shader programs.
*/
#define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
#define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
#define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
#define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
+#define VERT_ATTRIB_MAT(i) VERT_ATTRIB_GENERIC(i)
+#define VERT_ATTRIB_MAT_MAX MAT_ATTRIB_MAX
+
/**
* Bitflags for vertex attributes.
* These are used in bitfields in many places.
#define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
#define VERT_BIT_GENERIC_ALL \
BITFIELD_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
+
+#define VERT_BIT_MAT(i) VERT_BIT(VERT_ATTRIB_MAT(i))
+#define VERT_BIT_MAT_ALL \
+ BITFIELD_RANGE(VERT_ATTRIB_MAT(0), VERT_ATTRIB_MAT_MAX)
/*@}*/
#define MAX_VARYING 32 /**< number of float[4] vectors */
TAG(emit_material)(struct gl_context *ctx, struct nouveau_array *a,
const void *v)
{
- int attr = a->attr - VERT_ATTRIB_GENERIC0;
+ int attr = a->attr - VERT_ATTRIB_MAT(0);
int state = ((int []) {
NOUVEAU_STATE_MATERIAL_FRONT_AMBIENT,
NOUVEAU_STATE_MATERIAL_BACK_AMBIENT,
render->mode = VBO;
if (ctx->Light.Enabled) {
- for (i = 0; i < MAT_ATTRIB_MAX; i++) {
- if (arrays[VERT_ATTRIB_GENERIC0 + i]->StrideB) {
+ for (i = 0; i < VERT_ATTRIB_MAT_MAX; i++) {
+ if (arrays[VERT_ATTRIB_MAT(i)]->StrideB) {
render->mode = IMM;
break;
}
RENDER_LOCALS(ctx);
if (!array->StrideB) {
- if (attr >= VERT_ATTRIB_GENERIC0)
+ if (attr >= VERT_ATTRIB_MAT(0))
/* nouveau_update_state takes care of materials. */
return;
}
}
-#define MAT(a) (VERT_ATTRIB_GENERIC0 + MAT_ATTRIB_##a)
+#define MAT(a) VERT_ATTRIB_MAT(MAT_ATTRIB_##a)
static void
vbo_choose_attrs(struct gl_context *ctx, const struct gl_vertex_array **arrays)
.imm_method = NV10_3D_VERTEX_FOG_1F,
.imm_fields = 1,
},
- [VERT_ATTRIB_GENERIC0] = {
+ [VERT_ATTRIB_MAT(0)] = {
.emit = nv10_emit_material,
},
- [VERT_ATTRIB_GENERIC2] = {
+ [VERT_ATTRIB_MAT(2)] = {
.emit = nv10_emit_material,
},
- [VERT_ATTRIB_GENERIC4] = {
+ [VERT_ATTRIB_MAT(4)] = {
.emit = nv10_emit_material,
},
- [VERT_ATTRIB_GENERIC6] = {
+ [VERT_ATTRIB_MAT(6)] = {
.emit = nv10_emit_material,
},
- [VERT_ATTRIB_GENERIC8] = {
+ [VERT_ATTRIB_MAT(8)] = {
.emit = nv10_emit_material,
},
};
.imm_method = NV20_3D_VERTEX_TX3_4F_S,
.imm_fields = 4,
},
- [VERT_ATTRIB_GENERIC0] = {
+ [VERT_ATTRIB_MAT(0)] = {
.emit = nv20_emit_material,
},
- [VERT_ATTRIB_GENERIC1] = {
+ [VERT_ATTRIB_MAT(1)] = {
.emit = nv20_emit_material,
},
- [VERT_ATTRIB_GENERIC2] = {
+ [VERT_ATTRIB_MAT(2)] = {
.emit = nv20_emit_material,
},
- [VERT_ATTRIB_GENERIC3] = {
+ [VERT_ATTRIB_MAT(3)] = {
.emit = nv20_emit_material,
},
- [VERT_ATTRIB_GENERIC4] = {
+ [VERT_ATTRIB_MAT(4)] = {
.emit = nv20_emit_material,
},
- [VERT_ATTRIB_GENERIC5] = {
+ [VERT_ATTRIB_MAT(5)] = {
.emit = nv20_emit_material,
},
- [VERT_ATTRIB_GENERIC6] = {
+ [VERT_ATTRIB_MAT(6)] = {
.emit = nv20_emit_material,
},
- [VERT_ATTRIB_GENERIC7] = {
+ [VERT_ATTRIB_MAT(7)] = {
.emit = nv20_emit_material,
},
- [VERT_ATTRIB_GENERIC8] = {
+ [VERT_ATTRIB_MAT(8)] = {
.emit = nv20_emit_material,
},
- [VERT_ATTRIB_GENERIC9] = {
+ [VERT_ATTRIB_MAT(9)] = {
.emit = nv20_emit_material,
},
};
(key->light_color_material_mask & (1 << attr)))
return GL_TRUE;
- if (key->varying_vp_inputs & VERT_BIT_GENERIC(attr))
+ if (key->varying_vp_inputs & VERT_BIT_MAT(attr))
return GL_TRUE;
if (ctx->Light.Material.Attrib[attr][0] != 0.0F)
p->color_materials = p->state->light_color_material_mask;
}
- p->materials |= (p->state->varying_vp_inputs >> VERT_ATTRIB_GENERIC0);
+ p->materials |= ((p->state->varying_vp_inputs & VERT_BIT_MAT_ALL)
+ >> VERT_ATTRIB_MAT(0));
}
/* Put material values in the GENERIC slots -- they are not used
* for anything in fixed function mode.
*/
- return register_input( p, attrib + VERT_ATTRIB_GENERIC0 );
+ return register_input( p, VERT_ATTRIB_MAT(attrib) );
}
else
return register_param3( p, STATE_MATERIAL, side, property );
* generic attribute in order to pick up per-vertex material
* data.
*/
- _TNL_ATTRIB_MAT_FRONT_AMBIENT = _TNL_ATTRIB_GENERIC0,
+ _TNL_ATTRIB_MAT_FRONT_AMBIENT=VERT_ATTRIB_MAT(MAT_ATTRIB_FRONT_AMBIENT),
_TNL_ATTRIB_MAT_BACK_AMBIENT,
_TNL_ATTRIB_MAT_FRONT_DIFFUSE,
_TNL_ATTRIB_MAT_BACK_DIFFUSE,
for (i = 0; i < ARRAY_SIZE(vbo->map_vp_none); i++)
vbo->map_vp_none[i] = i;
/* map material attribs to generic slots */
- for (i = 0; i < MAT_ATTRIB_MAX; i++)
- vbo->map_vp_none[VERT_ATTRIB_GENERIC(i)]
+ for (i = 0; i < VERT_ATTRIB_MAT_MAX; i++)
+ vbo->map_vp_none[VERT_ATTRIB_MAT(i)]
= VBO_ATTRIB_MAT_FRONT_AMBIENT + i;
for (i = 0; i < ARRAY_SIZE(vbo->map_vp_arb); i++)
inputs[i] = &vertexAttrib[VERT_ATTRIB_FF(i)];
else {
inputs[i] = &vbo->currval[VBO_ATTRIB_POS + i];
- const_inputs |= VERT_BIT(i);
+ const_inputs |= VERT_BIT_FF(i);
}
}
- for (i = 0; i < MAT_ATTRIB_MAX; i++) {
- inputs[VERT_ATTRIB_GENERIC(i)] =
+ for (i = 0; i < VERT_ATTRIB_MAT_MAX; i++) {
+ inputs[VERT_ATTRIB_MAT(i)] =
&vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT + i];
- const_inputs |= VERT_BIT_GENERIC(i);
+ const_inputs |= VERT_BIT_MAT(i);
}
/* Could use just about anything, just to fill in the empty
* slots:
*/
- for (i = MAT_ATTRIB_MAX; i < VERT_ATTRIB_GENERIC_MAX; i++) {
+ for (i = VERT_ATTRIB_MAT_MAX; i < VERT_ATTRIB_GENERIC_MAX; i++) {
inputs[VERT_ATTRIB_GENERIC(i)] =
&vbo->currval[VBO_ATTRIB_GENERIC0 + i];
const_inputs |= VERT_BIT_GENERIC(i);
/* Overlay other active attributes */
switch (get_vp_mode(exec->ctx)) {
case VP_FF:
- /* Point the generic attributes at the legacy material values */
- for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) {
+ for (attr = 0; attr < VERT_ATTRIB_MAT_MAX; attr++) {
+ assert(VERT_ATTRIB_MAT(attr) < ARRAY_SIZE(exec->vtx.inputs));
+ exec->vtx.inputs[VERT_ATTRIB_MAT(attr)] =
+ &vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+attr];
+ }
+ for (attr = VERT_ATTRIB_MAT_MAX; attr < VERT_ATTRIB_GENERIC_MAX; attr++) {
assert(VERT_ATTRIB_GENERIC(attr) < ARRAY_SIZE(exec->vtx.inputs));
exec->vtx.inputs[VERT_ATTRIB_GENERIC(attr)] =
- &vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+attr];
+ &vbo->currval[VBO_ATTRIB_GENERIC0+attr];
}
map = vbo->map_vp_none;
break;
/* Overlay other active attributes */
switch (get_vp_mode(ctx)) {
case VP_FF:
- /* Point the generic attributes at the legacy material values */
- for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) {
- save->inputs[VERT_ATTRIB_GENERIC(attr)] =
+ for (attr = 0; attr < VERT_ATTRIB_MAT_MAX; attr++) {
+ save->inputs[VERT_ATTRIB_MAT(attr)] =
&vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+attr];
}
+ for (attr = VERT_ATTRIB_MAT_MAX; attr < VERT_ATTRIB_GENERIC_MAX; attr++) {
+ save->inputs[VERT_ATTRIB_GENERIC(attr)] =
+ &vbo->currval[VBO_ATTRIB_GENERIC0+attr];
+ }
map = vbo->map_vp_none;
break;
case VP_SHADER: