diff options
author | Fabian Bieler <[email protected]> | 2014-03-07 10:39:39 +0100 |
---|---|---|
committer | Marek Olšák <[email protected]> | 2015-07-23 00:59:26 +0200 |
commit | 550a570c5325cc64a547fe4d6e1e75af2d0e9587 (patch) | |
tree | cdeff37f668029c9da4c65d9e26007e22af17838 /src/mesa/main/state.c | |
parent | 6823d713c68dfb5679a7c96d06f72c31f755d686 (diff) |
mesa: add misc tessellation shader stuff
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/mesa/main/state.c')
-rw-r--r-- | src/mesa/main/state.c | 54 |
1 files changed, 50 insertions, 4 deletions
diff --git a/src/mesa/main/state.c b/src/mesa/main/state.c index bede7fe1d0e..d3b1c72b08d 100644 --- a/src/mesa/main/state.c +++ b/src/mesa/main/state.c @@ -79,8 +79,8 @@ update_program_enables(struct gl_context *ctx) /** - * Update the ctx->Vertex/Geometry/FragmentProgram._Current pointers to point - * to the current/active programs. Then call ctx->Driver.BindProgram() to + * Update the ctx->*Program._Current pointers to point to the + * current/active programs. Then call ctx->Driver.BindProgram() to * tell the driver which programs to use. * * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment @@ -97,6 +97,10 @@ update_program(struct gl_context *ctx) { const struct gl_shader_program *vsProg = ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; + const struct gl_shader_program *tcsProg = + ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; + const struct gl_shader_program *tesProg = + ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; const struct gl_shader_program *gsProg = ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; struct gl_shader_program *fsProg = @@ -106,6 +110,8 @@ update_program(struct gl_context *ctx) const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current; const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current; const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current; + const struct gl_tess_ctrl_program *prevTCP = ctx->TessCtrlProgram._Current; + const struct gl_tess_eval_program *prevTEP = ctx->TessEvalProgram._Current; const struct gl_compute_program *prevCP = ctx->ComputeProgram._Current; GLbitfield new_state = 0x0; @@ -175,6 +181,30 @@ update_program(struct gl_context *ctx) _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL); } + if (tesProg && tesProg->LinkStatus + && tesProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]) { + /* Use GLSL tessellation evaluation shader */ + _mesa_reference_tesseprog(ctx, &ctx->TessEvalProgram._Current, + gl_tess_eval_program( + tesProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]->Program)); + } + else { + /* No tessellation evaluation program */ + _mesa_reference_tesseprog(ctx, &ctx->TessEvalProgram._Current, NULL); + } + + if (tcsProg && tcsProg->LinkStatus + && tcsProg->_LinkedShaders[MESA_SHADER_TESS_CTRL]) { + /* Use GLSL tessellation control shader */ + _mesa_reference_tesscprog(ctx, &ctx->TessCtrlProgram._Current, + gl_tess_ctrl_program( + tcsProg->_LinkedShaders[MESA_SHADER_TESS_CTRL]->Program)); + } + else { + /* No tessellation control program */ + _mesa_reference_tesscprog(ctx, &ctx->TessCtrlProgram._Current, NULL); + } + /* Examine vertex program after fragment program as * _mesa_get_fixed_func_vertex_program() needs to know active * fragprog inputs. @@ -230,6 +260,22 @@ update_program(struct gl_context *ctx) } } + if (ctx->TessEvalProgram._Current != prevTEP) { + new_state |= _NEW_PROGRAM; + if (ctx->Driver.BindProgram) { + ctx->Driver.BindProgram(ctx, GL_TESS_EVALUATION_PROGRAM_NV, + (struct gl_program *) ctx->TessEvalProgram._Current); + } + } + + if (ctx->TessCtrlProgram._Current != prevTCP) { + new_state |= _NEW_PROGRAM; + if (ctx->Driver.BindProgram) { + ctx->Driver.BindProgram(ctx, GL_TESS_CONTROL_PROGRAM_NV, + (struct gl_program *) ctx->TessCtrlProgram._Current); + } + } + if (ctx->VertexProgram._Current != prevVP) { new_state |= _NEW_PROGRAM; if (ctx->Driver.BindProgram) { @@ -266,8 +312,8 @@ update_program_constants(struct gl_context *ctx) } } - /* Don't handle geometry shaders here. They don't use any state - * constants. + /* Don't handle tessellation and geometry shaders here. They don't use + * any state constants. */ if (ctx->VertexProgram._Current) { |