/* * Copyright © 2013 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ #include "brw_state.h" static char const *get_qual_name(int mode) { switch (mode) { case INTERP_MODE_NONE: return "none"; case INTERP_MODE_FLAT: return "flat"; case INTERP_MODE_SMOOTH: return "smooth"; case INTERP_MODE_NOPERSPECTIVE: return "nopersp"; default: return "???"; } } /* Set up interpolation modes for every element in the VUE */ void brw_setup_vue_interpolation(struct brw_context *brw) { const struct gl_fragment_program *fprog = brw->fragment_program; struct brw_vue_map *vue_map = &brw->vue_map_geom_out; if (!brw_state_dirty(brw, _NEW_LIGHT, BRW_NEW_BLORP | BRW_NEW_FRAGMENT_PROGRAM | BRW_NEW_VUE_MAP_GEOM_OUT)) return; memset(&brw->interpolation_mode, INTERP_MODE_NONE, sizeof(brw->interpolation_mode)); brw->ctx.NewDriverState |= BRW_NEW_INTERPOLATION_MAP; if (!fprog) return; for (int i = 0; i < vue_map->num_slots; i++) { int varying = vue_map->slot_to_varying[i]; if (varying == -1) continue; /* HPOS always wants noperspective. setting it up here allows * us to not need special handling in the SF program. */ if (varying == VARYING_SLOT_POS) { brw->interpolation_mode.mode[i] = INTERP_MODE_NOPERSPECTIVE; continue; } int frag_attrib = varying; if (varying == VARYING_SLOT_BFC0 || varying == VARYING_SLOT_BFC1) frag_attrib = varying - VARYING_SLOT_BFC0 + VARYING_SLOT_COL0; if (!(fprog->Base.InputsRead & BITFIELD64_BIT(frag_attrib))) continue; enum glsl_interp_mode mode = fprog->InterpQualifier[frag_attrib]; /* If the mode is not specified, the default varies: Color values * follow GL_SHADE_MODEL; everything else is smooth. */ if (mode == INTERP_MODE_NONE) { if (frag_attrib == VARYING_SLOT_COL0 || frag_attrib == VARYING_SLOT_COL1) mode = brw->ctx.Light.ShadeModel == GL_FLAT ? INTERP_MODE_FLAT : INTERP_MODE_SMOOTH; else mode = INTERP_MODE_SMOOTH; } brw->interpolation_mode.mode[i] = mode; } if (unlikely(INTEL_DEBUG & DEBUG_VUE)) { fprintf(stderr, "VUE map:\n"); for (int i = 0; i < vue_map->num_slots; i++) { int varying = vue_map->slot_to_varying[i]; if (varying == -1) { fprintf(stderr, "%d: --\n", i); continue; } fprintf(stderr, "%d: %d %s ofs %d\n", i, varying, get_qual_name(brw->interpolation_mode.mode[i]), brw_vue_slot_to_offset(i)); } } }