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authorKeith Whitwell <keith@tungstengraphics.com>2005-05-04 11:44:44 +0000
committerKeith Whitwell <keith@tungstengraphics.com>2005-05-04 11:44:44 +0000
commit47b29f511a8e917c65536fde90397d54d2ad23d3 (patch)
treec8db61607defe55b4540af3e4614df9831d2021d /src/mesa/tnl/t_vp_build.c
parentc3f764f7bb5a0571ddb0bc8b37aff9d663188d79 (diff)
Add a facility to route all rasterization through a fragment program
which is automatically generated to match the current texture environment state. Introduces a new value ctx->FragmentProgram._Active which is true when either _Enabled is true or there is such a fragment program ready to run. To test out on a driver running the software rasterizer, set MESA_TEX_PROG=t in the environment. It goes without saying that performance is lower for the software rasterizer in this mode.
Diffstat (limited to 'src/mesa/tnl/t_vp_build.c')
-rw-r--r--src/mesa/tnl/t_vp_build.c27
1 files changed, 22 insertions, 5 deletions
diff --git a/src/mesa/tnl/t_vp_build.c b/src/mesa/tnl/t_vp_build.c
index eefede7913..9034fc7712 100644
--- a/src/mesa/tnl/t_vp_build.c
+++ b/src/mesa/tnl/t_vp_build.c
@@ -367,6 +367,10 @@ static void emit_matrix_transform_vec4( struct tnl_program *p,
emit_op2(p, VP_OPCODE_DP4, dest, WRITEMASK_W, src, mat[3]);
}
+/* This version is much easier to implement if writemasks are not
+ * supported natively on the target or (like SSE), the target doesn't
+ * have a clean/obvious dotproduct implementation.
+ */
static void emit_transpose_matrix_transform_vec4( struct tnl_program *p,
struct ureg dest,
const struct ureg *mat,
@@ -692,14 +696,12 @@ static void build_lighting( struct tnl_program *p )
count++;
if (light->EyePosition[3] == 0) {
- /* Can used precomputed constants in this case:
+ /* Can used precomputed constants in this case.
+ * Attenuation never applies to infinite lights.
*/
VPpli = register_param3(p, STATE_LIGHT, i,
STATE_POSITION_NORMALIZED);
half = register_param3(p, STATE_LIGHT, i, STATE_HALF);
-
- /* Spot attenuation maybe applies to this case? Could
- * precompute if so? */
}
else {
struct ureg Ppli = register_param3(p, STATE_LIGHT, i,
@@ -767,7 +769,7 @@ static void build_lighting( struct tnl_program *p )
if (!is_undef(att))
emit_op2(p, VP_OPCODE_MUL, lit, 0, lit, att);
-
+
if (count == nr_lights) {
if (separate) {
res0 = register_output( p, VERT_RESULT_COL0 );
@@ -1082,9 +1084,15 @@ static void build_pointsize( struct tnl_program *p )
}
+static void build_passthrough( struct tnl_program *p, GLuint inputs )
+{
+}
+
+
void _tnl_UpdateFixedFunctionProgram( GLcontext *ctx )
{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
struct tnl_program p;
if (ctx->VertexProgram._Enabled)
@@ -1136,6 +1144,15 @@ void _tnl_UpdateFixedFunctionProgram( GLcontext *ctx )
if (ctx->Point._Attenuated)
build_pointsize(&p);
+ /* Is there a need to copy inputs to outputs? The software
+ * implementation might do this more efficiently by just assigning
+ * the missing results to point at input arrays.
+ */
+ if (/* tnl->vp_copy_inputs && */
+ (tnl->render_inputs & ~p.program->OutputsWritten)) {
+ build_passthrough(&p, tnl->render_inputs);
+ }
+
/* Finish up:
*/