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/*
* 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));
}
}
}
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