/************************************************************************** * * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * * 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, sub license, 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 NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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 "main/glheader.h" #include "main/macros.h" #include "main/enums.h" #include "vf/vf.h" #include "pipe/draw/draw_context.h" #include "i915_context.h" #include "i915_state.h" #define EMIT_ATTR( VF_ATTR, FRAG_ATTR, INTERP ) \ do { \ slot_to_vf_attr[nr_attrs] = VF_ATTR; \ nr_attrs++; \ attr_mask |= (1 << (VF_ATTR)); \ } while (0) static const GLuint frag_to_vf[FRAG_ATTRIB_MAX] = { VF_ATTRIB_POS, VF_ATTRIB_COLOR0, VF_ATTRIB_COLOR1, VF_ATTRIB_FOG, VF_ATTRIB_TEX0, VF_ATTRIB_TEX1, VF_ATTRIB_TEX2, VF_ATTRIB_TEX3, VF_ATTRIB_TEX4, VF_ATTRIB_TEX5, VF_ATTRIB_TEX6, VF_ATTRIB_TEX7, VF_ATTRIB_VAR0, VF_ATTRIB_VAR1, VF_ATTRIB_VAR2, VF_ATTRIB_VAR3, VF_ATTRIB_VAR4, VF_ATTRIB_VAR5, VF_ATTRIB_VAR6, VF_ATTRIB_VAR7, }; /** * Determine which post-transform / pre-rasterization vertex attributes * we need. * Derived from: fs, setup states. */ static void calculate_vertex_layout( struct i915_context *i915 ) { // const GLbitfield inputsRead = i915->fs.inputs_read; const GLbitfield inputsRead = (FRAG_BIT_WPOS | FRAG_BIT_COL0); GLuint slot_to_vf_attr[VF_ATTRIB_MAX]; GLbitfield attr_mask = 0x0; GLuint nr_attrs = 0; GLuint i; memset(slot_to_vf_attr, 0, sizeof(slot_to_vf_attr)); /* TODO - Figure out if we need to do perspective divide, etc. */ EMIT_ATTR(VF_ATTRIB_POS, FRAG_ATTRIB_WPOS, INTERP_LINEAR); /* Pull in the rest of the attributes. They are all in float4 * format. Future optimizations could be to keep some attributes * as fixed point or ubyte format. */ for (i = 1; i < FRAG_ATTRIB_TEX0; i++) { if (inputsRead & (1 << i)) { assert(i < sizeof(frag_to_vf) / sizeof(frag_to_vf[0])); if (i915->setup.flatshade && (i == FRAG_ATTRIB_COL0 || i == FRAG_ATTRIB_COL1)) EMIT_ATTR(frag_to_vf[i], i, INTERP_CONSTANT); else EMIT_ATTR(frag_to_vf[i], i, INTERP_LINEAR); } } for (i = FRAG_ATTRIB_TEX0; i < FRAG_ATTRIB_MAX; i++) { if (inputsRead & (1 << i)) { assert(i < sizeof(frag_to_vf) / sizeof(frag_to_vf[0])); EMIT_ATTR(frag_to_vf[i], i, INTERP_PERSPECTIVE); } } /* Additional attributes required for setup: Just twosided * lighting. Edgeflag is dealt with specially by setting bits in * the vertex header. */ if (i915->setup.light_twoside) { if (inputsRead & FRAG_BIT_COL0) { EMIT_ATTR(VF_ATTRIB_BFC0, FRAG_ATTRIB_MAX, 0); /* XXX: mark as discarded after setup */ } if (inputsRead & FRAG_BIT_COL1) { EMIT_ATTR(VF_ATTRIB_BFC1, FRAG_ATTRIB_MAX, 0); /* XXX: discard after setup */ } } /* If the attributes have changed, tell the draw module (which in turn * tells the vf module) about the new vertex layout. */ draw_set_vertex_attributes( i915->draw, slot_to_vf_attr, nr_attrs ); } /* Hopefully this will remain quite simple, otherwise need to pull in * something like the state tracker mechanism. */ void i915_update_derived( struct i915_context *i915 ) { if (i915->dirty & (I915_NEW_SETUP | I915_NEW_FS)) calculate_vertex_layout( i915 ); if (i915->dirty) i915_update_immediate( i915 ); if (i915->dirty) i915_update_dynamic( i915 ); /* HW emit currently references framebuffer state directly: */ if (i915->dirty & I915_NEW_FRAMEBUFFER) i915->hardware_dirty |= I915_HW_STATIC; i915->dirty = 0; }