struct r300_vap_reg_state {
/* input register assigments */
int i_coords;
+ int i_normal;
int i_color[2];
+ int i_fog;
int i_tex[R300_MAX_TEXTURE_UNITS];
+ int i_index;
+ int i_pointsize;
};
/* Vertex shader state */
cmd[cmd_written].i=(dword); \
cmd_written++; \
} else { \
- fprintf(stderr, "e32 but no previous packet declaration.. Aborting! in %s::%s at line %d\n", \
- __FILE__, __FUNCTION__, __LINE__); \
+ fprintf(stderr, "e32 but no previous packet declaration.. Aborting! in %s::%s at line %d, cmd_written=%d cmd_reserved=%d\n", \
+ __FILE__, __FUNCTION__, __LINE__, cmd_written, cmd_reserved); \
exit(-1); \
} \
}
/* A packet cannot have more than 16383 data words.. */
if(((end-start)*8+4*rmesa->state.texture.tc_count)>16380){
fprintf(stderr, "%s:%s: Too many vertices to paint. Fix me !\n");
- return;
- }
+ return;
+ }
- start_immediate_packet(end-start, type, 8+4*rmesa->state.texture.tc_count);
+ //fprintf(stderr, "aos_count=%d start=%d end=%d\n", rmesa->state.aos_count, start, end);
+
+ start_immediate_packet(end-start, type, 4*rmesa->state.aos_count);
for(i=start;i<end;i++){
#if 0
/* coordinates */
- output_vector(VB->ObjPtr, i);
+ if(tnl->render_inputs & _TNL_BIT_POS)
+ output_vector(VB->ObjPtr, i);
+ if(tnl->render_inputs & _TNL_BIT_NORMAL)
+ output_vector(VB->NormalPtr, i);
/* color components */
- output_vector(VB->ColorPtr[0], i);
-
+ if(tnl->render_inputs & _TNL_BIT_COLOR0)
+ output_vector(VB->ColorPtr[0], i);
+ if(tnl->render_inputs & _TNL_BIT_COLOR1)
+ output_vector(VB->ColorPtr[1], i);
+
+ if(tnl->render_inputs & _TNL_BIT_FOG)
+ output_vector(VB->FogCoordPtr, i);
+
/* texture coordinates */
for(k=0;k < ctx->Const.MaxTextureUnits;k++)
- if(ctx->Texture.Unit[k].Enabled)
+ if(tnl->render_inputs & (_TNL_BIT_TEX0<<k))
output_vector(VB->TexCoordPtr[k], i);
+
+ if(tnl->render_inputs & _TNL_BIT_INDEX)
+ output_vector(VB->IndexPtr[0], i);
+ if(tnl->render_inputs & _TNL_BIT_POINTSIZE)
+ output_vector(VB->PointSizePtr, i);
}
}
#define CONFIGURE_AOS(v, o, r, f) \
{\
+ if (RADEON_DEBUG & DEBUG_STATE)fprintf(stderr, "Enabling "#r "\n"); \
if(immediate){ \
r300->state.aos[count].element_size=4; \
r300->state.aos[count].stride=4; \
/* All offsets are 0 - for use by immediate mode.
Should change later to handle vertex buffers */
- CONFIGURE_AOS(VB->ObjPtr, 0, i_coords, AOS_FORMAT_FLOAT);
- CONFIGURE_AOS(VB->ColorPtr[0], 0, i_color[0], AOS_FORMAT_FLOAT_COLOR);
+ if(tnl->render_inputs & _TNL_BIT_POS)
+ CONFIGURE_AOS(VB->ObjPtr, 0, i_coords, AOS_FORMAT_FLOAT);
+ if(tnl->render_inputs & _TNL_BIT_NORMAL)
+ CONFIGURE_AOS(VB->NormalPtr, 0, i_normal, AOS_FORMAT_FLOAT);
+
+ if(tnl->render_inputs & _TNL_BIT_COLOR0)
+ CONFIGURE_AOS(VB->ColorPtr[0], 0, i_color[0], AOS_FORMAT_FLOAT_COLOR);
+ if(tnl->render_inputs & _TNL_BIT_COLOR1)
+ CONFIGURE_AOS(VB->ColorPtr[1], 0, i_color[1], AOS_FORMAT_FLOAT_COLOR);
+
+ if(tnl->render_inputs & _TNL_BIT_FOG)
+ CONFIGURE_AOS(VB->FogCoordPtr, 0, i_fog, AOS_FORMAT_FLOAT);
+
for(i=0;i < ctx->Const.MaxTextureUnits;i++)
- if(ctx->Texture.Unit[i].Enabled)
+ if(tnl->render_inputs & (_TNL_BIT_TEX0<<i))
CONFIGURE_AOS(VB->TexCoordPtr[i], 0, i_tex[i], AOS_FORMAT_FLOAT);
+
+ if(tnl->render_inputs & _TNL_BIT_INDEX)
+ CONFIGURE_AOS(VB->IndexPtr[0], 0, i_index, AOS_FORMAT_FLOAT);
+ if(tnl->render_inputs & _TNL_BIT_POINTSIZE)
+ CONFIGURE_AOS(VB->PointSizePtr, 0, i_pointsize, AOS_FORMAT_FLOAT);
r300->state.aos_count=count;