* edgeflag semantics, and extend the vertex shader to pass through
* the input to the output. We'll need to use similar logic to set
* up the extra vertex_element input for edgeflags.
+ * _NEW_POLYGON, ST_NEW_EDGEFLAGS_DATA
*/
- key.passthrough_edgeflags = (st->ctx->Polygon.FrontMode != GL_FILL ||
- st->ctx->Polygon.BackMode != GL_FILL);
-
+ key.passthrough_edgeflags = (st->vertdata_edgeflags && (
+ st->ctx->Polygon.FrontMode != GL_FILL ||
+ st->ctx->Polygon.BackMode != GL_FILL));
+
/* Do we need to throw away old translations after a change in the
* GL program string?
"st_update_vp", /* name */
{ /* dirty */
_NEW_POLYGON, /* mesa */
- ST_NEW_VERTEX_PROGRAM /* st */
+ ST_NEW_VERTEX_PROGRAM | ST_NEW_EDGEFLAGS_DATA /* st */
},
update_vp /* update */
};
#define ST_NEW_FRAGMENT_PROGRAM 0x2
#define ST_NEW_VERTEX_PROGRAM 0x4
#define ST_NEW_FRAMEBUFFER 0x8
+#define ST_NEW_EDGEFLAGS_DATA 0x10
struct st_state_flags {
struct st_state_flags dirty;
GLboolean missing_textures;
+ GLboolean vertdata_edgeflags;
/** Mapping from VERT_RESULT_x to post-transformed vertex slot */
const GLuint *vertex_result_to_slot;
struct pipe_vertex_element velements[PIPE_MAX_ATTRIBS];
unsigned num_vbuffers, num_velements;
GLboolean userSpace;
+ GLboolean vertDataEdgeFlags;
/* Gallium probably doesn't want this in some cases. */
if (!index_bounds_valid)
/* sanity check for pointer arithmetic below */
assert(sizeof(arrays[0]->Ptr[0]) == 1);
+ vertDataEdgeFlags = arrays[VERT_ATTRIB_EDGEFLAG]->BufferObj &&
+ arrays[VERT_ATTRIB_EDGEFLAG]->BufferObj->Name;
+ if (vertDataEdgeFlags != ctx->st->vertdata_edgeflags) {
+ ctx->st->vertdata_edgeflags = vertDataEdgeFlags;
+ ctx->st->dirty.st |= ST_NEW_EDGEFLAGS_DATA;
+ }
+
st_validate_state(ctx->st);
/* must get these after state validation! */