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Diffstat (limited to 'src/mesa/main/ff_fragment_shader.cpp')
-rw-r--r--src/mesa/main/ff_fragment_shader.cpp111
1 files changed, 55 insertions, 56 deletions
diff --git a/src/mesa/main/ff_fragment_shader.cpp b/src/mesa/main/ff_fragment_shader.cpp
index 05641997dec..1b76f40e9ad 100644
--- a/src/mesa/main/ff_fragment_shader.cpp
+++ b/src/mesa/main/ff_fragment_shader.cpp
@@ -284,30 +284,33 @@ need_saturate( GLuint mode )
* constants instead.
*
* This function figures out all the inputs that the fragment program
- * has access to. The bitmask is later reduced to just those which
- * are actually referenced.
+ * has access to and filters input bitmask.
*/
-static GLbitfield get_fp_input_mask( struct gl_context *ctx )
+static GLbitfield filter_fp_input_mask( GLbitfield fp_inputs,
+ struct gl_context *ctx )
{
- /* _NEW_PROGRAM */
- const GLboolean vertexShader =
- ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] != NULL;
- const GLboolean vertexProgram = ctx->VertexProgram._Enabled;
- GLbitfield fp_inputs = 0x0;
-
if (ctx->VertexProgram._Overriden) {
/* Somebody's messing with the vertex program and we don't have
* a clue what's happening. Assume that it could be producing
* all possible outputs.
*/
- fp_inputs = ~0;
+ return fp_inputs;
}
- else if (ctx->RenderMode == GL_FEEDBACK) {
+
+ if (ctx->RenderMode == GL_FEEDBACK) {
/* _NEW_RENDERMODE */
- fp_inputs = (VARYING_BIT_COL0 | VARYING_BIT_TEX0);
+ return fp_inputs & (VARYING_BIT_COL0 | VARYING_BIT_TEX0);
}
- else if (!(vertexProgram || vertexShader)) {
+
+ /* _NEW_PROGRAM */
+ const GLboolean vertexShader =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] != NULL;
+ const GLboolean vertexProgram = ctx->VertexProgram._Enabled;
+
+ if (!(vertexProgram || vertexShader)) {
/* Fixed function vertex logic */
+ GLbitfield possible_inputs = 0;
+
/* _NEW_VARYING_VP_INPUTS */
GLbitfield64 varying_inputs = ctx->varying_vp_inputs;
@@ -315,69 +318,66 @@ static GLbitfield get_fp_input_mask( struct gl_context *ctx )
* vertex program:
*/
/* _NEW_POINT */
- if (ctx->Point.PointSprite)
- varying_inputs |= VARYING_BITS_TEX_ANY;
+ if (ctx->Point.PointSprite) {
+ /* All texture varyings are possible to use */
+ possible_inputs = VARYING_BITS_TEX_ANY;
+ }
+ else {
+ /* _NEW_TEXTURE_STATE */
+ const GLbitfield possible_tex_inputs =
+ ctx->Texture._TexGenEnabled |
+ ctx->Texture._TexMatEnabled |
+ ((varying_inputs & VERT_BIT_TEX_ANY) >> VERT_ATTRIB_TEX0);
+
+ possible_inputs = (possible_tex_inputs << VARYING_SLOT_TEX0);
+ }
/* First look at what values may be computed by the generated
* vertex program:
*/
/* _NEW_LIGHT */
if (ctx->Light.Enabled) {
- fp_inputs |= VARYING_BIT_COL0;
+ possible_inputs |= VARYING_BIT_COL0;
if (texenv_doing_secondary_color(ctx))
- fp_inputs |= VARYING_BIT_COL1;
+ possible_inputs |= VARYING_BIT_COL1;
}
- /* _NEW_TEXTURE_STATE */
- fp_inputs |= (ctx->Texture._TexGenEnabled |
- ctx->Texture._TexMatEnabled) << VARYING_SLOT_TEX0;
-
/* Then look at what might be varying as a result of enabled
* arrays, etc:
*/
if (varying_inputs & VERT_BIT_COLOR0)
- fp_inputs |= VARYING_BIT_COL0;
+ possible_inputs |= VARYING_BIT_COL0;
if (varying_inputs & VERT_BIT_COLOR1)
- fp_inputs |= VARYING_BIT_COL1;
-
- fp_inputs |= (((varying_inputs & VERT_BIT_TEX_ANY) >> VERT_ATTRIB_TEX0)
- << VARYING_SLOT_TEX0);
+ possible_inputs |= VARYING_BIT_COL1;
+ return fp_inputs & possible_inputs;
}
- else {
- /* calculate from vp->outputs */
- struct gl_program *vprog;
- GLbitfield64 vp_outputs;
-
- /* Choose GLSL vertex shader over ARB vertex program. Need this
- * since vertex shader state validation comes after fragment state
- * validation (see additional comments in state.c).
- */
- if (vertexShader)
- vprog = ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
- else
- vprog = ctx->VertexProgram.Current;
- vp_outputs = vprog->info.outputs_written;
+ /* calculate from vp->outputs */
+ struct gl_program *vprog;
- /* These get generated in the setup routine regardless of the
- * vertex program:
- */
- /* _NEW_POINT */
- if (ctx->Point.PointSprite)
- vp_outputs |= VARYING_BITS_TEX_ANY;
+ /* Choose GLSL vertex shader over ARB vertex program. Need this
+ * since vertex shader state validation comes after fragment state
+ * validation (see additional comments in state.c).
+ */
+ if (vertexShader)
+ vprog = ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
+ else
+ vprog = ctx->VertexProgram.Current;
- if (vp_outputs & (1 << VARYING_SLOT_COL0))
- fp_inputs |= VARYING_BIT_COL0;
- if (vp_outputs & (1 << VARYING_SLOT_COL1))
- fp_inputs |= VARYING_BIT_COL1;
+ GLbitfield possible_inputs = vprog->info.outputs_written;
- fp_inputs |= (((vp_outputs & VARYING_BITS_TEX_ANY) >> VARYING_SLOT_TEX0)
- << VARYING_SLOT_TEX0);
+ /* These get generated in the setup routine regardless of the
+ * vertex program:
+ */
+ /* _NEW_POINT */
+ if (ctx->Point.PointSprite) {
+ /* All texture varyings are possible to use */
+ possible_inputs |= VARYING_BITS_TEX_ANY;
}
-
- return fp_inputs;
+
+ return fp_inputs & possible_inputs;
}
@@ -389,7 +389,6 @@ static GLuint make_state_key( struct gl_context *ctx, struct state_key *key )
{
GLuint j;
GLbitfield inputs_referenced = VARYING_BIT_COL0;
- const GLbitfield inputs_available = get_fp_input_mask( ctx );
GLbitfield mask;
GLuint keySize;
@@ -461,7 +460,7 @@ static GLuint make_state_key( struct gl_context *ctx, struct state_key *key )
key->num_draw_buffers = 1;
}
- key->inputs_available = (inputs_available & inputs_referenced);
+ key->inputs_available = filter_fp_input_mask(inputs_referenced, ctx);
/* compute size of state key, ignoring unused texture units */
keySize = sizeof(*key) - sizeof(key->unit)