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authorBrian <brian.paul@tungstengraphics.com>2008-01-24 16:41:03 -0700
committerBrian <brian.paul@tungstengraphics.com>2008-01-24 16:41:03 -0700
commit0673c571c79d00d05328bf41e9c6a52bfb0f7324 (patch)
tree7d13211664e0192eb1a4ee37dde6580067c79599 /src
parent95ff06d610b976dbd88f78a0d209916c463dda91 (diff)
Cell: rewrite compute_vertex_layout()
Diffstat (limited to 'src')
-rw-r--r--src/mesa/pipe/cell/ppu/cell_state_derived.c149
1 files changed, 60 insertions, 89 deletions
diff --git a/src/mesa/pipe/cell/ppu/cell_state_derived.c b/src/mesa/pipe/cell/ppu/cell_state_derived.c
index f236224bce..f3b3ae8544 100644
--- a/src/mesa/pipe/cell/ppu/cell_state_derived.c
+++ b/src/mesa/pipe/cell/ppu/cell_state_derived.c
@@ -31,102 +31,93 @@
#include "pipe/draw/draw_vertex.h"
#include "cell_context.h"
#include "cell_state.h"
+#include "cell_state_emit.h"
+
+
+static int
+find_vs_output(const struct pipe_shader_state *vs,
+ uint semantic_name,
+ uint semantic_index)
+{
+ uint i;
+ for (i = 0; i < vs->num_outputs; i++) {
+ if (vs->output_semantic_name[i] == semantic_name &&
+ vs->output_semantic_index[i] == semantic_index)
+ return i;
+ }
+ return -1;
+}
/**
- * Determine which post-transform / pre-rasterization vertex attributes
- * we need.
- * Derived from: fs, setup states.
+ * Determine how to map vertex program outputs to fragment program inputs.
+ * Basically, this will be used when computing the triangle interpolation
+ * coefficients from the post-transform vertex attributes.
*/
-static void calculate_vertex_layout( struct cell_context *cell )
+static void
+calculate_vertex_layout( struct cell_context *cell )
{
-#if 0
- const struct pipe_shader_state *vs = cell->vs->state;
+ const struct pipe_shader_state *vs = &cell->vs->shader;
const struct pipe_shader_state *fs = &cell->fs->shader;
const enum interp_mode colorInterp
= cell->rasterizer->flatshade ? INTERP_CONSTANT : INTERP_LINEAR;
struct vertex_info *vinfo = &cell->vertex_info;
- boolean emitBack0 = FALSE, emitBack1 = FALSE, emitPsize = FALSE;
- uint front0 = 0, back0 = 0, front1 = 0, back1 = 0;
uint i;
-#endif
- const enum interp_mode colorInterp
- = cell->rasterizer->flatshade ? INTERP_CONSTANT : INTERP_LINEAR;
- struct vertex_info *vinfo = &cell->vertex_info;
- uint front0;
- uint src = 0;
-
- memset(vinfo, 0, sizeof(*vinfo));
+ int src;
#if 0
- if (fs->input_semantic_name[0] == TGSI_SEMANTIC_POSITION) {
- /* Need Z if depth test is enabled or the fragment program uses the
- * fragment position (XYZW).
+ if (cell->vbuf) {
+ /* if using the post-transform vertex buffer, tell draw_vbuf to
+ * simply emit the whole post-xform vertex as-is:
*/
+ struct vertex_info *vinfo_vbuf = &cell->vertex_info_vbuf;
+ vinfo_vbuf->num_attribs = 0;
+ draw_emit_vertex_attr(vinfo_vbuf, EMIT_ALL, INTERP_NONE, 0);
+ vinfo_vbuf->size = 4 * vs->num_outputs + sizeof(struct vertex_header)/4;
}
-
- cell->psize_slot = -1;
#endif
- /* always emit vertex pos */
- draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_LINEAR, src++);
+ /* reset vinfo */
+ vinfo->num_attribs = 0;
-#if 1
- front0 = draw_emit_vertex_attr(vinfo, EMIT_4F, colorInterp, src++);
-#endif
+ /* we always want to emit vertex pos */
+ src = find_vs_output(vs, TGSI_SEMANTIC_POSITION, 0);
+ assert(src >= 0);
+ draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_POS, src);
-#if 0
/*
- * XXX I think we need to reconcile the vertex shader outputs with
- * the fragment shader inputs here to make sure the slots line up.
- * Might just be getting lucky so far.
- * Or maybe do that in the state tracker?
+ * Loop over fragment shader inputs, searching for the matching output
+ * from the vertex shader.
*/
-
- for (i = 0; i < vs->num_outputs; i++) {
- switch (vs->output_semantic_name[i]) {
-
+ for (i = 0; i < fs->num_inputs; i++) {
+ switch (fs->input_semantic_name[i]) {
case TGSI_SEMANTIC_POSITION:
- /* vertex programs always emit position, but might not be
- * needed for fragment progs.
- */
- /* no-op */
+ /* already done above */
break;
case TGSI_SEMANTIC_COLOR:
- if (vs->output_semantic_index[i] == 0) {
- front0 = draw_emit_vertex_attr(vinfo, EMIT_4F, colorInterp, src++);
- }
- else {
- assert(vs->output_semantic_index[i] == 1);
- front1 = draw_emit_vertex_attr(vinfo, EMIT_4F, colorInterp, src++);
- }
- break;
-
- case TGSI_SEMANTIC_BCOLOR:
- if (vs->output_semantic_index[i] == 0) {
- emitBack0 = TRUE;
- }
- else {
- assert(vs->output_semantic_index[i] == 1);
- emitBack1 = TRUE;
- }
+ src = find_vs_output(vs, TGSI_SEMANTIC_COLOR,
+ fs->input_semantic_index[i]);
+ assert(src >= 0);
+ draw_emit_vertex_attr(vinfo, EMIT_4F, colorInterp, src);
break;
case TGSI_SEMANTIC_FOG:
- draw_emit_vertex_attr(vinfo, EMIT_1F, INTERP_PERSPECTIVE, src++);
- break;
-
- case TGSI_SEMANTIC_PSIZE:
- /* XXX only emit if drawing points or front/back polygon mode
- * is point mode
- */
- emitPsize = TRUE;
+ src = find_vs_output(vs, TGSI_SEMANTIC_FOG, 0);
+#if 1
+ if (src < 0) /* XXX temp hack, try demos/fogcoord.c with this */
+ src = 0;
+#endif
+ assert(src >= 0);
+ draw_emit_vertex_attr(vinfo, EMIT_1F, INTERP_PERSPECTIVE, src);
break;
case TGSI_SEMANTIC_GENERIC:
/* this includes texcoords and varying vars */
- draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, src++);
+ src = find_vs_output(vs, TGSI_SEMANTIC_GENERIC,
+ fs->input_semantic_index[i]);
+ assert(src >= 0);
+ draw_emit_vertex_attr(vinfo, EMIT_4F, INTERP_PERSPECTIVE, src);
break;
default:
@@ -134,29 +125,6 @@ static void calculate_vertex_layout( struct cell_context *cell )
}
}
- cell->nr_frag_attrs = fs->num_inputs;
-
- /* We want these after all other attribs since they won't get passed
- * to the fragment shader. All prior vertex output attribs should match
- * up 1:1 with the fragment shader inputs.
- */
- if (emitBack0) {
- back0 = draw_emit_vertex_attr(vinfo, EMIT_4F, colorInterp, src++);
- }
- if (emitBack1) {
- back1 = draw_emit_vertex_attr(vinfo, EMIT_4F, colorInterp, src++);
- }
- if (emitPsize) {
- cell->psize_slot
- = draw_emit_vertex_attr(vinfo, EMIT_1F, INTERP_CONSTANT, src++);
- }
-
- /* If the attributes have changed, tell the draw module about
- * the new vertex layout.
- */
- /* XXX we also need to do this when the shading mode (interp modes) change: */
-#endif
-
draw_compute_vertex_size(vinfo);
}
@@ -198,9 +166,12 @@ compute_cliprect(struct cell_context *sp)
#endif
+
void cell_update_derived( struct cell_context *cell )
{
- if (cell->dirty & (CELL_NEW_RASTERIZER | CELL_NEW_FS))
+ if (cell->dirty & (CELL_NEW_RASTERIZER |
+ CELL_NEW_FS |
+ CELL_NEW_VS))
calculate_vertex_layout( cell );
#if 0