int i;
/* _NEW_BUFFER */
GLboolean render_to_fbo = brw->intel.ctx.DrawBuffer->Name != 0;
- int attr = 0;
+ int attr = 0, input_index = 0;
int urb_start;
int two_side_color = (ctx->Light.Enabled && ctx->Light.Model.TwoSide);
float point_size;
+ uint16_t attr_overrides[FRAG_ATTRIB_MAX];
/* _NEW_TRANSFORM */
if (ctx->Transform.ClipPlanesEnabled)
((brw->fragment_program->Base.InputsRead & FRAG_BIT_WPOS) ? 0 : 1));
}
+ /* Create the mapping from the FS inputs we produce to the VS outputs
+ * they source from.
+ */
+ for (; attr < FRAG_ATTRIB_MAX; attr++) {
+ if (!(brw->fragment_program->Base.InputsRead & BITFIELD64_BIT(attr)))
+ continue;
+
+ /* The hardware can only do the overrides on 16 overrides at a
+ * time, and the other up to 16 have to be lined up so that the
+ * input index = the output index. We'll need to do some
+ * tweaking to make sure that's the case.
+ */
+ assert(input_index < 16 || attr == input_index);
+
+ attr_overrides[input_index++] = get_attr_override(brw, attr,
+ two_side_color);
+ }
+
+ for (; input_index < FRAG_ATTRIB_MAX; input_index++)
+ attr_overrides[input_index] = 0;
+
BEGIN_BATCH(20);
OUT_BATCH(_3DSTATE_SF << 16 | (20 - 2));
OUT_BATCH(dw1);
OUT_BATCH_F(ctx->Polygon.OffsetFactor); /* scale */
OUT_BATCH_F(0.0); /* XXX: global depth offset clamp */
for (i = 0; i < 8; i++) {
- uint32_t attr_overrides = 0;
-
- for (; attr < 64; attr++) {
- if (brw->fragment_program->Base.InputsRead & BITFIELD64_BIT(attr)) {
- attr_overrides |= get_attr_override(brw, attr, two_side_color);
- attr++;
- break;
- }
- }
-
- for (; attr < 64; attr++) {
- if (brw->fragment_program->Base.InputsRead & BITFIELD64_BIT(attr)) {
- attr_overrides |= get_attr_override(brw, attr, two_side_color) << 16;
- attr++;
- break;
- }
- }
- OUT_BATCH(attr_overrides);
+ OUT_BATCH(attr_overrides[i * 2] | attr_overrides[i * 2 + 1] << 16);
}
OUT_BATCH(dw16); /* point sprite texcoord bitmask */
OUT_BATCH(dw17); /* constant interp bitmask */