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authorKeith Whitwell <[email protected]>2008-10-03 17:30:59 +0100
committerKeith Whitwell <[email protected]>2008-10-03 17:30:59 +0100
commit1680ef869625dc1fe9cf481b180382a34e0738e7 (patch)
treed1dff512846aaba0cf337043dd8fd00504fb5de3 /src/mesa/vbo/vbo_exec_array.c
parentd63a36ef3a4dd9cef1273fac5949e587c42813b5 (diff)
mesa: avoid generating constant vertex attributes in fixedfunc programs
Keep track of enabled/active vertex attributes. Keep track of potential vertex program outputs. When generating fragment program, replace references to fragment attributes which are effectively non-varying and non-computed passthrough attributes with references to the new CURRENT_ATTRIB tracked state value. Only downside is slight ugliness in VBO code where we need to validate state twice in succession.
Diffstat (limited to 'src/mesa/vbo/vbo_exec_array.c')
-rw-r--r--src/mesa/vbo/vbo_exec_array.c41
1 files changed, 34 insertions, 7 deletions
diff --git a/src/mesa/vbo/vbo_exec_array.c b/src/mesa/vbo/vbo_exec_array.c
index 0f9d8da3568..3d74f9f4319 100644
--- a/src/mesa/vbo/vbo_exec_array.c
+++ b/src/mesa/vbo/vbo_exec_array.c
@@ -127,6 +127,7 @@ static void recalculate_input_bindings( GLcontext *ctx )
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_exec_context *exec = &vbo->exec;
const struct gl_client_array **inputs = &exec->array.inputs[0];
+ GLuint const_inputs = 0;
GLuint i;
exec->array.program_mode = get_program_mode(ctx);
@@ -141,19 +142,24 @@ static void recalculate_input_bindings( GLcontext *ctx )
for (i = 0; i <= VERT_ATTRIB_TEX7; i++) {
if (exec->array.legacy_array[i]->Enabled)
inputs[i] = exec->array.legacy_array[i];
- else
+ else {
inputs[i] = &vbo->legacy_currval[i];
+ const_inputs |= 1 << i;
+ }
}
for (i = 0; i < MAT_ATTRIB_MAX; i++) {
inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->mat_currval[i];
+ const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
}
/* Could use just about anything, just to fill in the empty
* slots:
*/
- for (i = MAT_ATTRIB_MAX; i < VERT_ATTRIB_MAX - VERT_ATTRIB_GENERIC0; i++)
+ for (i = MAT_ATTRIB_MAX; i < VERT_ATTRIB_MAX - VERT_ATTRIB_GENERIC0; i++) {
inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i];
+ const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
+ }
break;
case VP_NV:
@@ -166,15 +172,19 @@ static void recalculate_input_bindings( GLcontext *ctx )
inputs[i] = exec->array.generic_array[i];
else if (exec->array.legacy_array[i]->Enabled)
inputs[i] = exec->array.legacy_array[i];
- else
+ else {
inputs[i] = &vbo->legacy_currval[i];
+ const_inputs |= 1 << i;
+ }
}
/* Could use just about anything, just to fill in the empty
* slots:
*/
- for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++)
+ for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++) {
inputs[i] = &vbo->generic_currval[i - VERT_ATTRIB_GENERIC0];
+ const_inputs |= 1 << i;
+ }
break;
case VP_ARB:
@@ -189,25 +199,34 @@ static void recalculate_input_bindings( GLcontext *ctx )
inputs[0] = exec->array.generic_array[0];
else if (exec->array.legacy_array[0]->Enabled)
inputs[0] = exec->array.legacy_array[0];
- else
+ else {
inputs[0] = &vbo->legacy_currval[0];
+ const_inputs |= 1 << 0;
+ }
for (i = 1; i <= VERT_ATTRIB_TEX7; i++) {
if (exec->array.legacy_array[i]->Enabled)
inputs[i] = exec->array.legacy_array[i];
- else
+ else {
inputs[i] = &vbo->legacy_currval[i];
+ const_inputs |= 1 << i;
+ }
}
for (i = 0; i < 16; i++) {
if (exec->array.generic_array[i]->Enabled)
inputs[VERT_ATTRIB_GENERIC0 + i] = exec->array.generic_array[i];
- else
+ else {
inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i];
+ const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
+ }
+
}
break;
}
+
+ _mesa_set_varying_vp_inputs( ctx, ~const_inputs );
}
static void bind_arrays( GLcontext *ctx )
@@ -257,6 +276,11 @@ vbo_exec_DrawArrays(GLenum mode, GLint start, GLsizei count)
bind_arrays( ctx );
+ /* Again...
+ */
+ if (ctx->NewState)
+ _mesa_update_state( ctx );
+
prim[0].begin = 1;
prim[0].end = 1;
prim[0].weak = 0;
@@ -297,6 +321,9 @@ vbo_exec_DrawRangeElements(GLenum mode,
bind_arrays( ctx );
+ if (ctx->NewState)
+ _mesa_update_state( ctx );
+
ib.count = count;
ib.type = type;
ib.obj = ctx->Array.ElementArrayBufferObj;