c.key = *key;
c.nr_attrs = brw_count_bits(c.key.attrs);
c.nr_attr_regs = (c.nr_attrs+1)/2;
- c.nr_setup_attrs = brw_count_bits(c.key.attrs & DO_SETUP_BITS);
+ c.nr_setup_attrs = brw_count_bits(c.key.attrs);
c.nr_setup_regs = (c.nr_setup_attrs+1)/2;
c.prog_data.urb_read_length = c.nr_attr_regs;
/* Construct map from attribute number to position in the vertex.
*/
for (i = idx = 0; i < VERT_RESULT_MAX; i++)
- if (c.key.attrs & (1<<i)) {
+ if (c.key.attrs & BITFIELD64_BIT(i)) {
c.attr_to_idx[i] = idx;
c.idx_to_attr[idx] = i;
if (i >= VERT_RESULT_TEX0 && i <= VERT_RESULT_TEX7) {
/* Upload
*/
dri_bo_unreference(brw->sf.prog_bo);
- brw->sf.prog_bo = brw_upload_cache( &brw->cache, BRW_SF_PROG,
- &c.key, sizeof(c.key),
- NULL, 0,
- program, program_size,
- &c.prog_data,
- &brw->sf.prog_data );
+ brw->sf.prog_bo = brw_upload_cache_with_auxdata(&brw->cache, BRW_SF_PROG,
+ &c.key, sizeof(c.key),
+ NULL, 0,
+ program, program_size,
+ &c.prog_data,
+ sizeof(c.prog_data),
+ &brw->sf.prog_data);
}
/* Calculate interpolants for triangle and line rasterization.
* edgeflag testing here, it is already done in the clip
* program.
*/
- if (key.attrs & (1<<VERT_RESULT_EDGE))
+ if (key.attrs & BITFIELD64_BIT(VERT_RESULT_EDGE))
key.primitive = SF_UNFILLED_TRIS;
else
key.primitive = SF_TRIANGLES;
}
key.do_point_sprite = ctx->Point.PointSprite;
- key.SpriteOrigin = ctx->Point.SpriteOrigin;
+ key.sprite_origin_lower_left = (ctx->Point.SpriteOrigin == GL_LOWER_LEFT);
/* _NEW_LIGHT */
key.do_flat_shading = (ctx->Light.ShadeModel == GL_FLAT);
key.do_twoside_color = (ctx->Light.Enabled && ctx->Light.Model.TwoSide);
+ /* _NEW_HINT */
+ key.linear_color = (ctx->Hint.PerspectiveCorrection == GL_FASTEST);
+
/* _NEW_POLYGON */
- if (key.do_twoside_color)
- key.frontface_ccw = (ctx->Polygon.FrontFace == GL_CCW);
+ if (key.do_twoside_color) {
+ /* If we're rendering to a FBO, we have to invert the polygon
+ * face orientation, just as we invert the viewport in
+ * sf_unit_create_from_key(). ctx->DrawBuffer->Name will be
+ * nonzero if we're rendering to such an FBO.
+ */
+ key.frontface_ccw = (ctx->Polygon.FrontFace == GL_CCW) ^ (ctx->DrawBuffer->Name != 0);
+ }
dri_bo_unreference(brw->sf.prog_bo);
brw->sf.prog_bo = brw_search_cache(&brw->cache, BRW_SF_PROG,
const struct brw_tracked_state brw_sf_prog = {
.dirty = {
- .mesa = (_NEW_LIGHT|_NEW_POLYGON|_NEW_POINT),
+ .mesa = (_NEW_HINT | _NEW_LIGHT | _NEW_POLYGON | _NEW_POINT),
.brw = (BRW_NEW_REDUCED_PRIMITIVE),
.cache = CACHE_NEW_VS_PROG
},