const GLuint *program;
struct brw_vs_compile c;
int aux_size;
+ int i;
memset(&c, 0, sizeof(c));
memcpy(&c.key, key, sizeof(*key));
c.prog_data.inputs_read |= 1<<VERT_ATTRIB_EDGEFLAG;
}
+ /* Put dummy slots into the VUE for the SF to put the replaced
+ * point sprite coords in. We shouldn't need these dummy slots,
+ * which take up precious URB space, but it would mean that the SF
+ * doesn't get nice aligned pairs of input coords into output
+ * coords, which would be a pain to handle.
+ */
+ for (i = 0; i < 8; i++) {
+ if (c.key.point_coord_replace & (1 << i))
+ c.prog_data.outputs_written |= BITFIELD64_BIT(VERT_RESULT_TEX0 + i);
+ }
+
if (0)
_mesa_print_program(&c.vp->program.Base);
struct brw_vs_prog_key key;
struct brw_vertex_program *vp =
(struct brw_vertex_program *)brw->vertex_program;
+ int i;
memset(&key, 0, sizeof(key));
key.copy_edgeflag = (ctx->Polygon.FrontMode != GL_FILL ||
ctx->Polygon.BackMode != GL_FILL);
+ /* _NEW_POINT */
+ if (ctx->Point.PointSprite) {
+ for (i = 0; i < 8; i++) {
+ if (ctx->Point.CoordReplace[i])
+ key.point_coord_replace |= (1 << i);
+ }
+ }
+
/* Make an early check for the key.
*/
dri_bo_unreference(brw->vs.prog_bo);
*/
const struct brw_tracked_state brw_vs_prog = {
.dirty = {
- .mesa = _NEW_TRANSFORM | _NEW_POLYGON,
+ .mesa = _NEW_TRANSFORM | _NEW_POLYGON | _NEW_POINT,
.brw = BRW_NEW_VERTEX_PROGRAM,
.cache = 0
},