Exemplo n.º 1
0
static void
brw_upload_gs_prog(struct brw_context *brw)
{
   struct gl_context *ctx = &brw->ctx;
   struct brw_stage_state *stage_state = &brw->gs.base;
   struct brw_gs_prog_key key;
   /* BRW_NEW_GEOMETRY_PROGRAM */
   struct brw_geometry_program *gp =
      (struct brw_geometry_program *) brw->geometry_program;

   if (gp == NULL) {
      /* No geometry shader.  Vertex data just passes straight through. */
      if (brw->state.dirty.brw & BRW_NEW_VUE_MAP_VS) {
         brw->vue_map_geom_out = brw->vue_map_vs;
         brw->state.dirty.brw |= BRW_NEW_VUE_MAP_GEOM_OUT;
      }
      return;
   }

   struct gl_program *prog = &gp->program.Base;

   memset(&key, 0, sizeof(key));

   key.base.program_string_id = gp->id;
   brw_setup_vec4_key_clip_info(brw, &key.base,
                                gp->program.Base.UsesClipDistanceOut);

   /* _NEW_LIGHT | _NEW_BUFFERS */
   key.base.clamp_vertex_color = ctx->Light._ClampVertexColor;

   /* _NEW_TEXTURE */
   brw_populate_sampler_prog_key_data(ctx, prog, stage_state->sampler_count,
                                      &key.base.tex);

   /* BRW_NEW_VUE_MAP_VS */
   key.input_varyings = brw->vue_map_vs.slots_valid;

   if (!brw_search_cache(&brw->cache, BRW_GS_PROG,
                         &key, sizeof(key),
                         &stage_state->prog_offset, &brw->gs.prog_data)) {
      bool success = do_gs_prog(brw, ctx->Shader.CurrentGeometryProgram,
                                gp, &key);
      assert(success);
   }
   brw->gs.base.prog_data = &brw->gs.prog_data->base.base;

   if (memcmp(&brw->vs.prog_data->base.vue_map, &brw->vue_map_geom_out,
              sizeof(brw->vue_map_geom_out)) != 0) {
      brw->vue_map_geom_out = brw->gs.prog_data->base.vue_map;
      brw->state.dirty.brw |= BRW_NEW_VUE_MAP_GEOM_OUT;
   }
}
Exemplo n.º 2
0
Arquivo: brw_vs.c Projeto: Sheph/mesa
static void brw_upload_vs_prog(struct brw_context *brw)
{
   struct gl_context *ctx = &brw->ctx;
   struct brw_vs_prog_key key;
   /* BRW_NEW_VERTEX_PROGRAM */
   struct brw_vertex_program *vp =
      (struct brw_vertex_program *)brw->vertex_program;
   struct gl_program *prog = (struct gl_program *) brw->vertex_program;
   int i;

   memset(&key, 0, sizeof(key));

   /* Just upload the program verbatim for now.  Always send it all
    * the inputs it asks for, whether they are varying or not.
    */
   key.base.program_string_id = vp->id;
   brw_setup_vec4_key_clip_info(brw, &key.base,
                                vp->program.Base.UsesClipDistanceOut);

   /* _NEW_POLYGON */
   if (brw->gen < 6) {
      key.copy_edgeflag = (ctx->Polygon.FrontMode != GL_FILL ||
                           ctx->Polygon.BackMode != GL_FILL);
   }

   /* _NEW_LIGHT | _NEW_BUFFERS */
   key.base.clamp_vertex_color = ctx->Light._ClampVertexColor;

   /* _NEW_POINT */
   if (brw->gen < 6 && ctx->Point.PointSprite) {
      for (i = 0; i < 8; i++) {
	 if (ctx->Point.CoordReplace[i])
	    key.point_coord_replace |= (1 << i);
      }
   }

   /* _NEW_TEXTURE */
   brw_populate_sampler_prog_key_data(ctx, prog, brw->vs.base.sampler_count,
                                      &key.base.tex);

   /* BRW_NEW_VERTICES */
   if (brw->gen < 8 && !brw->is_haswell) {
      /* Prior to Haswell, the hardware can't natively support GL_FIXED or
       * 2_10_10_10_REV vertex formats.  Set appropriate workaround flags.
       */
      for (i = 0; i < VERT_ATTRIB_MAX; i++) {
         if (!(vp->program.Base.InputsRead & BITFIELD64_BIT(i)))
            continue;

         uint8_t wa_flags = 0;

         switch (brw->vb.inputs[i].glarray->Type) {

         case GL_FIXED:
            wa_flags = brw->vb.inputs[i].glarray->Size;
            break;

         case GL_INT_2_10_10_10_REV:
            wa_flags |= BRW_ATTRIB_WA_SIGN;
            /* fallthough */

         case GL_UNSIGNED_INT_2_10_10_10_REV:
            if (brw->vb.inputs[i].glarray->Format == GL_BGRA)
               wa_flags |= BRW_ATTRIB_WA_BGRA;

            if (brw->vb.inputs[i].glarray->Normalized)
               wa_flags |= BRW_ATTRIB_WA_NORMALIZE;
            else if (!brw->vb.inputs[i].glarray->Integer)
               wa_flags |= BRW_ATTRIB_WA_SCALE;

            break;
         }

         key.gl_attrib_wa_flags[i] = wa_flags;
      }
   }

   if (!brw_search_cache(&brw->cache, BRW_VS_PROG,
			 &key, sizeof(key),
			 &brw->vs.base.prog_offset, &brw->vs.prog_data)) {
      bool success =
         do_vs_prog(brw, ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX], vp,
                    &key);
      (void) success;
      assert(success);
   }
   brw->vs.base.prog_data = &brw->vs.prog_data->base.base;

   if (memcmp(&brw->vs.prog_data->base.vue_map, &brw->vue_map_geom_out,
              sizeof(brw->vue_map_geom_out)) != 0) {
      brw->vue_map_vs = brw->vs.prog_data->base.vue_map;
      brw->state.dirty.brw |= BRW_NEW_VUE_MAP_VS;
      if (brw->gen < 7) {
         /* No geometry shader support, so the VS VUE map is the VUE map for
          * the output of the "geometry" portion of the pipeline.
          */
         brw->vue_map_geom_out = brw->vue_map_vs;
         brw->state.dirty.brw |= BRW_NEW_VUE_MAP_GEOM_OUT;
      }
   }
}