diff options
Diffstat (limited to 'src/mesa/main/ff_fragment_shader.cpp')
-rw-r--r-- | src/mesa/main/ff_fragment_shader.cpp | 111 |
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) |