diff options
Diffstat (limited to 'src/gallium/drivers/i965/brw_sf.c')
-rw-r--r-- | src/gallium/drivers/i965/brw_sf.c | 80 |
1 files changed, 35 insertions, 45 deletions
diff --git a/src/gallium/drivers/i965/brw_sf.c b/src/gallium/drivers/i965/brw_sf.c index 1b73b3fd51c..013d839e37d 100644 --- a/src/gallium/drivers/i965/brw_sf.c +++ b/src/gallium/drivers/i965/brw_sf.c @@ -29,11 +29,12 @@ * Keith Whitwell <[email protected]> */ +#include "pipe/p_state.h" #include "brw_batchbuffer.h" - #include "brw_defines.h" #include "brw_context.h" +#include "brw_pipe_rast.h" #include "brw_eu.h" #include "brw_util.h" #include "brw_sf.h" @@ -45,7 +46,6 @@ static void compile_sf_prog( struct brw_context *brw, struct brw_sf_compile c; const GLuint *program; GLuint program_size; - GLuint i, idx; memset(&c, 0, sizeof(c)); @@ -54,7 +54,7 @@ static void compile_sf_prog( struct brw_context *brw, brw_init_compile(brw, &c.func); c.key = *key; - c.nr_attrs = util_count_bits(c.key.attrs); + c.nr_attrs = c.key.nr_attrs; c.nr_attr_regs = (c.nr_attrs+1)/2; c.nr_setup_attrs = c.key.nr_attrs; c.nr_setup_regs = (c.nr_setup_attrs+1)/2; @@ -62,21 +62,6 @@ static void compile_sf_prog( struct brw_context *brw, c.prog_data.urb_read_length = c.nr_attr_regs; c.prog_data.urb_entry_size = c.nr_setup_regs * 2; - /* Construct map from attribute number to position in the vertex. - */ - for (i = idx = 0; i < VERT_RESULT_MAX; i++) - if (c.key.attrs & (1<<i)) { - c.attr_to_idx[i] = idx; - c.idx_to_attr[idx] = i; - if (i >= VERT_RESULT_TEX0 && i <= VERT_RESULT_TEX7) { - c.point_attrs[i].CoordReplace = - ctx->Point.CoordReplace[i - VERT_RESULT_TEX0]; - } - else { - c.point_attrs[i].CoordReplace = GL_FALSE; - } - idx++; - } /* Which primitive? Or all three? */ @@ -122,7 +107,7 @@ static void compile_sf_prog( struct brw_context *brw, /* Calculate interpolants for triangle and line rasterization. */ -static void upload_sf_prog(struct brw_context *brw) +static int upload_sf_prog(struct brw_context *brw) { struct brw_sf_prog_key key; @@ -131,46 +116,49 @@ static void upload_sf_prog(struct brw_context *brw) /* Populate the key, noting state dependencies: */ /* CACHE_NEW_VS_PROG */ - key.attrs = brw->vs.prog_data->nr_outputs_written; + key.nr_attrs = brw->curr.vertex_shader->info.file_max[TGSI_FILE_OUTPUT] + 1; + + + /* XXX: this is probably where the mapping between vertex shader + * outputs and fragment shader inputs should be handled. Assume + * for now 1:1 correspondance. + * + * XXX: scan frag shader inputs to work out linear vs. perspective + * interpolation below. + * + * XXX: as long as we're hard-wiring, is eg. position required to + * be linear? + */ + key.linear_attrs = 0; + key.persp_attrs = (1 << key.nr_attrs) - 1; /* BRW_NEW_REDUCED_PRIMITIVE */ switch (brw->reduced_primitive) { - case GL_TRIANGLES: - /* NOTE: We just use the edgeflag attribute as an indicator that - * unfilled triangles are active. We don't actually do the - * edgeflag testing here, it is already done in the clip - * program. + case PIPE_PRIM_TRIANGLES: + /* PIPE_NEW_RAST */ - if (key.attrs & (1<<VERT_RESULT_EDGE)) + if (brw->curr.rast->templ.fill_cw != PIPE_POLYGON_MODE_FILL || + brw->curr.rast->templ.fill_ccw != PIPE_POLYGON_MODE_FILL) key.primitive = SF_UNFILLED_TRIS; else key.primitive = SF_TRIANGLES; break; - case GL_LINES: + case PIPE_PRIM_LINES: key.primitive = SF_LINES; break; - case GL_POINTS: + case PIPE_PRIM_POINTS: key.primitive = SF_POINTS; break; } - key.do_point_sprite = ctx->Point.PointSprite; - key.SpriteOrigin = ctx->Point.SpriteOrigin; - /* _NEW_LIGHT */ - key.do_flat_shading = (ctx->Light.ShadeModel == GL_FLAT); - key.do_twoside_color = (ctx->Light.Enabled && ctx->Light.Model.TwoSide); + key.do_point_sprite = brw->curr.rast->templ.point_sprite; + key.sprite_origin_lower_left = 0; /* XXX: ctx->Point.SpriteOrigin - fix rast state */ + key.do_flat_shading = brw->curr.rast->templ.flatshade; + key.do_twoside_color = brw->curr.rast->templ.light_twoside; - /* _NEW_HINT */ - key.linear_color = 0; - - /* _NEW_POLYGON */ if (key.do_twoside_color) { - /* If we're rendering to a FBO, we have to invert the polygon - * face orientation, just as we invert the viewport in - * sf_unit_create_from_key(). ctx->DrawBuffer->Name will be - * nonzero if we're rendering to such an FBO. - */ - key.frontface_ccw = (ctx->Polygon.FrontFace == GL_CCW) ^ (ctx->DrawBuffer->Name != 0); + key.frontface_ccw = (brw->curr.rast->templ.front_winding == + PIPE_WINDING_CCW); } brw->sws->bo_unreference(brw->sf.prog_bo); @@ -180,14 +168,16 @@ static void upload_sf_prog(struct brw_context *brw) &brw->sf.prog_data); if (brw->sf.prog_bo == NULL) compile_sf_prog( brw, &key ); + + return 0; } const struct brw_tracked_state brw_sf_prog = { .dirty = { - .mesa = (_NEW_HINT | _NEW_LIGHT | _NEW_POLYGON | _NEW_POINT), + .mesa = (PIPE_NEW_RAST | PIPE_NEW_VERTEX_SHADER), .brw = (BRW_NEW_REDUCED_PRIMITIVE), - .cache = CACHE_NEW_VS_PROG + .cache = 0 }, .prepare = upload_sf_prog }; |