From: Brian Date: Mon, 15 Oct 2007 21:05:08 +0000 (-0600) Subject: Undo prev changes. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=0585b4e746f35efbc8577311eab6679951217ac3;p=mesa.git Undo prev changes. --- diff --git a/src/mesa/state_tracker/st_cb_feedback.c b/src/mesa/state_tracker/st_cb_feedback.c index 5e334e3c857..923e1cdb893 100644 --- a/src/mesa/state_tracker/st_cb_feedback.c +++ b/src/mesa/state_tracker/st_cb_feedback.c @@ -93,8 +93,9 @@ feedback_vertex(GLcontext *ctx, const struct draw_context *draw, const GLfloat ci = 0; GLuint slot; + /* Recall that Y=0=Top of window for Gallium wincoords */ win[0] = v->data[0][0]; - win[1] = v->data[0][1]; + win[1] = ctx->DrawBuffer->Height - v->data[0][1]; win[2] = v->data[0][2]; win[3] = 1.0F / v->data[0][3]; @@ -104,13 +105,13 @@ feedback_vertex(GLcontext *ctx, const struct draw_context *draw, */ slot = st->vertex_result_to_slot[VERT_RESULT_COL0]; - if (slot) + if (slot != ~0) color = v->data[slot]; else color = ctx->Current.Attrib[VERT_ATTRIB_COLOR0]; slot = st->vertex_result_to_slot[VERT_RESULT_TEX0]; - if (slot) + if (slot != ~0) texcoord = v->data[slot]; else texcoord = ctx->Current.Attrib[VERT_ATTRIB_TEX0]; @@ -294,13 +295,6 @@ st_RenderMode(GLcontext *ctx, GLenum newMode ) draw_set_rasterize_stage(draw, st->selection_stage); /* Plug in new vbo draw function */ vbo->draw_prims = st_feedback_draw_vbo; - /* setup post-transform vertex attribs */ - { - /* just emit pos as GLfloat[4] */ - static const uint attrs[1] = { FORMAT_4F }; - const interp_mode *interp = NULL; - draw_set_vertex_attributes(draw, attrs, interp, 1); - } } else { if (!st->feedback_stage) @@ -308,19 +302,8 @@ st_RenderMode(GLcontext *ctx, GLenum newMode ) draw_set_rasterize_stage(draw, st->feedback_stage); /* Plug in new vbo draw function */ vbo->draw_prims = st_feedback_draw_vbo; - /* setup post-transform vertex attribs */ - { - /* emit all attribs as GLfloat[4] */ - uint attrs[PIPE_MAX_SHADER_OUTPUTS]; - interp_mode interp[PIPE_MAX_SHADER_OUTPUTS]; - GLuint n = st->state.vs->state.num_outputs; - GLuint i; - for (i = 0; i < n; i++) { - attrs[i] = FORMAT_4F; - interp[i] = INTERP_NONE; - } - draw_set_vertex_attributes(draw, attrs, interp, n); - } + /* need to generate/use a vertex program that emits pos/color/tex */ + st->dirty.st |= ST_NEW_VERTEX_PROGRAM; } } diff --git a/src/mesa/state_tracker/st_draw.c b/src/mesa/state_tracker/st_draw.c index 7fcc4d8e65f..1806a1888ba 100644 --- a/src/mesa/state_tracker/st_draw.c +++ b/src/mesa/state_tracker/st_draw.c @@ -310,6 +310,35 @@ st_draw_vertices(GLcontext *ctx, unsigned prim, } +/** + * Set the (private) draw module's post-transformed vertex format when in + * GL_SELECT or GL_FEEDBACK mode. + */ +static void +set_feedback_vertex_format(GLcontext *ctx) +{ + struct st_context *st = ctx->st; + uint attrs[PIPE_MAX_SHADER_OUTPUTS]; + interp_mode interp[PIPE_MAX_SHADER_OUTPUTS]; + GLuint n, i; + + if (ctx->RenderMode == GL_FEEDBACK) { + /* emit all attribs (pos, color, texcoord) as GLfloat[4] */ + n = st->state.vs->state.num_outputs; + for (i = 0; i < n; i++) { + attrs[i] = FORMAT_4F; + interp[i] = INTERP_NONE; + } + } + else { + assert(ctx->RenderMode == GL_SELECT); + n = 1; + attrs[0] = FORMAT_4F; + interp[0] = INTERP_NONE; + } + + draw_set_vertex_attributes(st->draw, attrs, interp, n); +} /** @@ -359,6 +388,7 @@ st_feedback_draw_vbo(GLcontext *ctx, draw_set_clip_state(draw, &st->state.clip); draw_set_rasterizer_state(draw, &st->state.rasterizer->state); draw_bind_vertex_shader(draw, st->state.vs->data); + set_feedback_vertex_format(ctx); /* loop over TGSI shader inputs to determine vertex buffer * and attribute info diff --git a/src/mesa/tnl/t_vp_build.c b/src/mesa/tnl/t_vp_build.c index b28102b1b91..a588b0d16b0 100644 --- a/src/mesa/tnl/t_vp_build.c +++ b/src/mesa/tnl/t_vp_build.c @@ -134,6 +134,13 @@ static struct state_key *make_state_key( GLcontext *ctx ) assert(fp); key->fragprog_inputs_read = fp->Base.InputsRead; + if (ctx->RenderMode == GL_FEEDBACK) { + /* This is a bit of a hack, but you can imagine feedback mode as using + * a special no-op fragment shader that just requires particular + * inputs (inputs which satisfy feedback mode). + */ + key->fragprog_inputs_read |= FRAG_BIT_COL0 | FRAG_BIT_TEX0; + } key->separate_specular = (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR);