Cell: rewrite compute_vertex_layout()

This commit is contained in:
Brian
2008-01-24 16:41:03 -07:00
parent 95ff06d610
commit 0673c571c7
+60 -89
View File
@@ -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