summaryrefslogtreecommitdiffstats
path: root/src/gallium/auxiliary/draw/draw_gs.c
diff options
context:
space:
mode:
authorBryan Cain <[email protected]>2013-02-15 10:05:36 -0600
committerZack Rusin <[email protected]>2013-03-05 20:13:08 -0800
commit30f246bf2c492b7809c0a556c89a9feb13c4c13e (patch)
treef7582478cadaa23a36ea35ca8b5e6b5acff43d69 /src/gallium/auxiliary/draw/draw_gs.c
parentcf0b4a30fc536f3744bce209d4b356fe82f2e6a3 (diff)
draw: account for separate shader objects in geometry shader code
The geometry shader code seems to have been originally written with the assumptions that there are the same number of VS outputs as GS outputs and that VS outputs are in the same order as their corresponding GS inputs. Since TGSI uses separate shader objects, these are both wrong assumptions. This was causing several valid vertex/geometry shader combinations to either render incorrectly or trigger an assertion. Conflicts: src/gallium/auxiliary/draw/draw_gs.c Reviewed-by: Zack Rusin <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: José Fonseca <[email protected]>
Diffstat (limited to 'src/gallium/auxiliary/draw/draw_gs.c')
-rw-r--r--src/gallium/auxiliary/draw/draw_gs.c31
1 files changed, 27 insertions, 4 deletions
diff --git a/src/gallium/auxiliary/draw/draw_gs.c b/src/gallium/auxiliary/draw/draw_gs.c
index 25c117bafae..99335af12d3 100644
--- a/src/gallium/auxiliary/draw/draw_gs.c
+++ b/src/gallium/auxiliary/draw/draw_gs.c
@@ -148,6 +148,22 @@ void draw_delete_geometry_shader(struct draw_context *draw,
FREE(dgs);
}
+static INLINE int
+draw_gs_get_input_index(int semantic, int index,
+ const struct tgsi_shader_info *input_info)
+{
+ int i;
+ const ubyte *input_semantic_names = input_info->output_semantic_name;
+ const ubyte *input_semantic_indices = input_info->output_semantic_index;
+ for (i = 0; i < PIPE_MAX_SHADER_OUTPUTS; i++) {
+ if (input_semantic_names[i] == semantic &&
+ input_semantic_indices[i] == index)
+ return i;
+ }
+ debug_assert(0);
+ return -1;
+}
+
/*#define DEBUG_OUTPUTS 1*/
static INLINE void
draw_geometry_fetch_outputs(struct draw_geometry_shader *shader,
@@ -228,6 +244,10 @@ static void draw_fetch_gs_input(struct draw_geometry_shader *shader,
machine->Inputs[idx].xyzw[3].f[prim_idx] =
(float)shader->in_prim_idx;
} else {
+ vs_slot = draw_gs_get_input_index(
+ shader->info.input_semantic_name[slot],
+ shader->info.input_semantic_index[slot],
+ shader->input_info);
#if DEBUG_INPUTS
debug_printf("\tSlot = %d, vs_slot = %d, idx = %d:\n",
slot, vs_slot, idx);
@@ -381,12 +401,14 @@ int draw_geometry_shader_run(struct draw_geometry_shader *shader,
const unsigned constants_size[PIPE_MAX_CONSTANT_BUFFERS],
const struct draw_vertex_info *input_verts,
const struct draw_prim_info *input_prim,
+ const struct tgsi_shader_info *input_info,
struct draw_vertex_info *output_verts,
struct draw_prim_info *output_prims )
{
const float (*input)[4] = (const float (*)[4])input_verts->verts->data;
unsigned input_stride = input_verts->vertex_size;
- unsigned vertex_size = input_verts->vertex_size;
+ unsigned num_outputs = shader->info.num_outputs;
+ unsigned vertex_size = sizeof(struct vertex_header) + num_outputs * 4 * sizeof(float);
struct tgsi_exec_machine *machine = shader->machine;
unsigned num_input_verts = input_prim->linear ?
input_verts->count :
@@ -398,10 +420,10 @@ int draw_geometry_shader_run(struct draw_geometry_shader *shader,
shader->max_output_vertices)
* num_in_primitives;
- output_verts->vertex_size = input_verts->vertex_size;
- output_verts->stride = input_verts->vertex_size;
+ output_verts->vertex_size = vertex_size;
+ output_verts->stride = output_verts->vertex_size;
output_verts->verts =
- (struct vertex_header *)MALLOC(input_verts->vertex_size *
+ (struct vertex_header *)MALLOC(output_verts->vertex_size *
num_in_primitives *
shader->max_output_vertices);
@@ -425,6 +447,7 @@ int draw_geometry_shader_run(struct draw_geometry_shader *shader,
shader->in_prim_idx = 0;
shader->input_vertex_stride = input_stride;
shader->input = input;
+ shader->input_info = input_info;
FREE(shader->primitive_lengths);
shader->primitive_lengths = MALLOC(max_out_prims * sizeof(unsigned));