diff options
author | Keith Whitwell <[email protected]> | 2005-05-04 11:44:44 +0000 |
---|---|---|
committer | Keith Whitwell <[email protected]> | 2005-05-04 11:44:44 +0000 |
commit | 47b29f511a8e917c65536fde90397d54d2ad23d3 (patch) | |
tree | c8db61607defe55b4540af3e4614df9831d2021d /src/mesa/tnl/t_vp_build.c | |
parent | c3f764f7bb5a0571ddb0bc8b37aff9d663188d79 (diff) |
Add a facility to route all rasterization through a fragment program
which is automatically generated to match the current texture environment
state. Introduces a new value ctx->FragmentProgram._Active which is
true when either _Enabled is true or there is such a fragment program
ready to run.
To test out on a driver running the software rasterizer, set
MESA_TEX_PROG=t in the environment. It goes without saying that performance
is lower for the software rasterizer in this mode.
Diffstat (limited to 'src/mesa/tnl/t_vp_build.c')
-rw-r--r-- | src/mesa/tnl/t_vp_build.c | 27 |
1 files changed, 22 insertions, 5 deletions
diff --git a/src/mesa/tnl/t_vp_build.c b/src/mesa/tnl/t_vp_build.c index eefede7913c..9034fc77121 100644 --- a/src/mesa/tnl/t_vp_build.c +++ b/src/mesa/tnl/t_vp_build.c @@ -367,6 +367,10 @@ static void emit_matrix_transform_vec4( struct tnl_program *p, emit_op2(p, VP_OPCODE_DP4, dest, WRITEMASK_W, src, mat[3]); } +/* This version is much easier to implement if writemasks are not + * supported natively on the target or (like SSE), the target doesn't + * have a clean/obvious dotproduct implementation. + */ static void emit_transpose_matrix_transform_vec4( struct tnl_program *p, struct ureg dest, const struct ureg *mat, @@ -692,14 +696,12 @@ static void build_lighting( struct tnl_program *p ) count++; if (light->EyePosition[3] == 0) { - /* Can used precomputed constants in this case: + /* Can used precomputed constants in this case. + * Attenuation never applies to infinite lights. */ VPpli = register_param3(p, STATE_LIGHT, i, STATE_POSITION_NORMALIZED); half = register_param3(p, STATE_LIGHT, i, STATE_HALF); - - /* Spot attenuation maybe applies to this case? Could - * precompute if so? */ } else { struct ureg Ppli = register_param3(p, STATE_LIGHT, i, @@ -767,7 +769,7 @@ static void build_lighting( struct tnl_program *p ) if (!is_undef(att)) emit_op2(p, VP_OPCODE_MUL, lit, 0, lit, att); - + if (count == nr_lights) { if (separate) { res0 = register_output( p, VERT_RESULT_COL0 ); @@ -1082,9 +1084,15 @@ static void build_pointsize( struct tnl_program *p ) } +static void build_passthrough( struct tnl_program *p, GLuint inputs ) +{ +} + + void _tnl_UpdateFixedFunctionProgram( GLcontext *ctx ) { + TNLcontext *tnl = TNL_CONTEXT(ctx); struct tnl_program p; if (ctx->VertexProgram._Enabled) @@ -1136,6 +1144,15 @@ void _tnl_UpdateFixedFunctionProgram( GLcontext *ctx ) if (ctx->Point._Attenuated) build_pointsize(&p); + /* Is there a need to copy inputs to outputs? The software + * implementation might do this more efficiently by just assigning + * the missing results to point at input arrays. + */ + if (/* tnl->vp_copy_inputs && */ + (tnl->render_inputs & ~p.program->OutputsWritten)) { + build_passthrough(&p, tnl->render_inputs); + } + /* Finish up: */ |