*/
static enum pipe_error upload_sf_prog(struct brw_context *brw)
{
- enum pipe_error ret;
+ const struct brw_fs_signature *sig = &brw->curr.fragment_shader->signature;
struct brw_sf_prog_key key;
+ enum pipe_error ret;
+ unsigned i;
memset(&key, 0, sizeof(key));
/* XXX: Add one to account for the position input.
*/
/* PIPE_NEW_FRAGMENT_SIGNATURE */
- key.nr_attrs = brw->curr.fragment_shader->signature.nr_inputs + 1;
+ key.nr_attrs = sig->nr_inputs + 1;
- /* XXX: this is probably where the mapping between vertex shader
- * outputs and fragment shader inputs should be handled. Assume
- * for now 1:1 correspondance.
- *
- * XXX: scan frag shader inputs to work out linear vs. perspective
- * interpolation below.
- *
- * XXX: as long as we're hard-wiring, is eg. position required to
- * be linear?
+ /* XXX: why is position required to be linear? why do we care
+ * about it at all?
*/
- //key.linear_attrs = 0;
- //key.persp_attrs = (1 << key.nr_attrs) - 1;
+ key.linear_attrs = 1; /* position -- but why? */
- key.linear_attrs = (1 << key.nr_attrs) - 1;
- key.persp_attrs = 0;
+ for (i = 0; i < sig->nr_inputs; i++) {
+ switch (sig->input[i].interp) {
+ case TGSI_INTERPOLATE_CONSTANT:
+ break;
+ case TGSI_INTERPOLATE_LINEAR:
+ key.linear_attrs |= 1 << (i+1);
+ break;
+ case TGSI_INTERPOLATE_PERSPECTIVE:
+ key.persp_attrs |= 1 << (i+1);
+ break;
+ }
+ }
/* BRW_NEW_REDUCED_PRIMITIVE */
switch (brw->reduced_primitive) {