static void
compute_vertex_info(struct llvmpipe_context *llvmpipe)
{
- const struct lp_fragment_shader *lpfs = llvmpipe->fs;
+ const struct tgsi_shader_info *fsInfo = &llvmpipe->fs->info.base;
struct vertex_info *vinfo = &llvmpipe->vertex_info;
int vs_index;
uint i;
draw_prepare_shader_outputs(llvmpipe->draw);
- llvmpipe->color_slot[0] = 0;
- llvmpipe->color_slot[1] = 0;
- llvmpipe->bcolor_slot[0] = 0;
- llvmpipe->bcolor_slot[1] = 0;
- llvmpipe->viewport_index_slot = 0;
- llvmpipe->layer_slot = 0;
- llvmpipe->face_slot = 0;
- llvmpipe->psize_slot = 0;
+ /*
+ * Those can't actually be 0 (because pos is always at 0).
+ * But use ints anyway to avoid confusion (in vs outputs, they
+ * can very well be at pos 0).
+ */
+ llvmpipe->color_slot[0] = -1;
+ llvmpipe->color_slot[1] = -1;
+ llvmpipe->bcolor_slot[0] = -1;
+ llvmpipe->bcolor_slot[1] = -1;
+ llvmpipe->viewport_index_slot = -1;
+ llvmpipe->layer_slot = -1;
+ llvmpipe->face_slot = -1;
+ llvmpipe->psize_slot = -1;
/*
* Match FS inputs against VS outputs, emitting the necessary
vinfo->num_attribs = 0;
vs_index = draw_find_shader_output(llvmpipe->draw,
- TGSI_SEMANTIC_POSITION,
- 0);
+ TGSI_SEMANTIC_POSITION, 0);
draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
- for (i = 0; i < lpfs->info.base.num_inputs; i++) {
+ for (i = 0; i < fsInfo->num_inputs; i++) {
/*
* Search for each input in current vs output:
*/
-
vs_index = draw_find_shader_output(llvmpipe->draw,
- lpfs->info.base.input_semantic_name[i],
- lpfs->info.base.input_semantic_index[i]);
+ fsInfo->input_semantic_name[i],
+ fsInfo->input_semantic_index[i]);
- if (lpfs->info.base.input_semantic_name[i] == TGSI_SEMANTIC_COLOR &&
- lpfs->info.base.input_semantic_index[i] < 2) {
- int idx = lpfs->info.base.input_semantic_index[i];
- llvmpipe->color_slot[idx] = vinfo->num_attribs;
+ if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_COLOR &&
+ fsInfo->input_semantic_index[i] < 2) {
+ int idx = fsInfo->input_semantic_index[i];
+ llvmpipe->color_slot[idx] = (int)vinfo->num_attribs;
}
- if (lpfs->info.base.input_semantic_name[i] == TGSI_SEMANTIC_FACE) {
- llvmpipe->face_slot = vinfo->num_attribs;
- draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
- } else if (lpfs->info.base.input_semantic_name[i] == TGSI_SEMANTIC_PRIMID) {
+ if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_FACE) {
+ llvmpipe->face_slot = (int)vinfo->num_attribs;
draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
/*
* For vp index and layer, if the fs requires them but the vs doesn't
* (This means in this case we'll also use those slots in setup, which
* isn't necessary but they'll contain the correct (0) value.)
*/
- } else if (lpfs->info.base.input_semantic_name[i] ==
+ } else if (fsInfo->input_semantic_name[i] ==
TGSI_SEMANTIC_VIEWPORT_INDEX) {
- llvmpipe->viewport_index_slot = vinfo->num_attribs;
+ llvmpipe->viewport_index_slot = (int)vinfo->num_attribs;
draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
- } else if (lpfs->info.base.input_semantic_name[i] == TGSI_SEMANTIC_LAYER) {
- llvmpipe->layer_slot = vinfo->num_attribs;
+ } else if (fsInfo->input_semantic_name[i] == TGSI_SEMANTIC_LAYER) {
+ llvmpipe->layer_slot = (int)vinfo->num_attribs;
draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
} else {
/*
- * Emit the requested fs attribute for all but position.
+ * Note that we'd actually want to skip position (as we won't use
+ * the attribute in the fs) but can't. The reason is that we don't
+ * actually have a input/output map for setup (even though it looks
+ * like we do...). Could adjust for this though even without a map
+ * (in llvmpipe_create_fs_state()).
*/
draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
}
TGSI_SEMANTIC_BCOLOR, i);
if (vs_index >= 0) {
- llvmpipe->bcolor_slot[i] = vinfo->num_attribs;
+ llvmpipe->bcolor_slot[i] = (int)vinfo->num_attribs;
draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
}
}
TGSI_SEMANTIC_PSIZE, 0);
if (vs_index >= 0) {
- llvmpipe->psize_slot = vinfo->num_attribs;
+ llvmpipe->psize_slot = (int)vinfo->num_attribs;
draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
}
/* Figure out if we need viewport index (if it wasn't already in fs input) */
- if (llvmpipe->viewport_index_slot == 0) {
+ if (llvmpipe->viewport_index_slot < 0) {
vs_index = draw_find_shader_output(llvmpipe->draw,
TGSI_SEMANTIC_VIEWPORT_INDEX,
0);
if (vs_index >= 0) {
- llvmpipe->viewport_index_slot = vinfo->num_attribs;
+ llvmpipe->viewport_index_slot =(int)vinfo->num_attribs;
draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
}
}
/* Figure out if we need layer (if it wasn't already in fs input) */
- if (llvmpipe->layer_slot == 0) {
+ if (llvmpipe->layer_slot < 0) {
vs_index = draw_find_shader_output(llvmpipe->draw,
TGSI_SEMANTIC_LAYER,
0);
if (vs_index >= 0) {
- llvmpipe->layer_slot = vinfo->num_attribs;
+ llvmpipe->layer_slot = (int)vinfo->num_attribs;
draw_emit_vertex_attr(vinfo, EMIT_4F, vs_index);
}
}
switch (shader->info.base.input_interpolate[i]) {
case TGSI_INTERPOLATE_CONSTANT:
- shader->inputs[i].interp = LP_INTERP_CONSTANT;
- break;
+ shader->inputs[i].interp = LP_INTERP_CONSTANT;
+ break;
case TGSI_INTERPOLATE_LINEAR:
- shader->inputs[i].interp = LP_INTERP_LINEAR;
- break;
+ shader->inputs[i].interp = LP_INTERP_LINEAR;
+ break;
case TGSI_INTERPOLATE_PERSPECTIVE:
- shader->inputs[i].interp = LP_INTERP_PERSPECTIVE;
- break;
+ shader->inputs[i].interp = LP_INTERP_PERSPECTIVE;
+ break;
case TGSI_INTERPOLATE_COLOR:
- shader->inputs[i].interp = LP_INTERP_COLOR;
- break;
+ shader->inputs[i].interp = LP_INTERP_COLOR;
+ break;
default:
- assert(0);
- break;
+ assert(0);
+ break;
}
switch (shader->info.base.input_semantic_name[i]) {
case TGSI_SEMANTIC_FACE:
- shader->inputs[i].interp = LP_INTERP_FACING;
- break;
+ shader->inputs[i].interp = LP_INTERP_FACING;
+ break;
case TGSI_SEMANTIC_POSITION:
- /* Position was already emitted above
- */
- shader->inputs[i].interp = LP_INTERP_POSITION;
- shader->inputs[i].src_index = 0;
- continue;
+ /* Position was already emitted above
+ */
+ shader->inputs[i].interp = LP_INTERP_POSITION;
+ shader->inputs[i].src_index = 0;
+ continue;
}
+ /* XXX this is a completely pointless index map... */
shader->inputs[i].src_index = i+1;
}