mesa: fix GLSL issue preventing use of all 16 generic vertex attributes

Only 15 actually worked before since we always reserved generic[0] as an
alias for vertex position.

The case of vertex attribute 0 is tricky.  The spec says that there is no
aliasing between generic vertex attributes 0..MAX_VERTEX_ATTRIBS-1 and the
conventional attributes.  But it also says that calls to glVertexAttrib(0, v)
are equivalent to glVertex(v).  The distinction seems to be in glVertex-mode
versus vertex array mode.

So update the VBO code so that if the shader uses generic[0] but not gl_Vertex,
route the attribute data set with glVertex() to go to shader input generic[0].

No change needed for the glDrawArrays/Elements() path.

This is a potentially risky change so regressions are possible.  All the usual
tests seem OK though.
This commit is contained in:
Brian Paul
2009-02-02 16:33:08 -07:00
parent 1cb7cd1292
commit dea0d4d563
4 changed files with 45 additions and 4 deletions
+11 -2
View File
@@ -318,7 +318,7 @@ _slang_resolve_attributes(struct gl_shader_program *shProg,
{
GLint attribMap[MAX_VERTEX_ATTRIBS];
GLuint i, j;
GLbitfield usedAttributes;
GLbitfield usedAttributes; /* generics only, not legacy attributes */
assert(origProg != linkedProg);
assert(origProg->Target == GL_VERTEX_PROGRAM_ARB);
@@ -342,6 +342,15 @@ _slang_resolve_attributes(struct gl_shader_program *shProg,
usedAttributes |= (1 << attr);
}
/* If gl_Vertex is used, that actually counts against the limit
* on generic vertex attributes. This avoids the ambiguity of
* whether glVertexAttrib4fv(0, v) sets legacy attribute 0 (vert pos)
* or generic attribute[0]. If gl_Vertex is used, we want the former.
*/
if (origProg->InputsRead & VERT_BIT_POS) {
usedAttributes |= 0x1;
}
/* initialize the generic attribute map entries to -1 */
for (i = 0; i < MAX_VERTEX_ATTRIBS; i++) {
attribMap[i] = -1;
@@ -384,7 +393,7 @@ _slang_resolve_attributes(struct gl_shader_program *shProg,
* Start at 1 since generic attribute 0 always aliases
* glVertex/position.
*/
for (attr = 1; attr < MAX_VERTEX_ATTRIBS; attr++) {
for (attr = 0; attr < MAX_VERTEX_ATTRIBS; attr++) {
if (((1 << attr) & usedAttributes) == 0)
break;
}
+4 -1
View File
@@ -148,11 +148,14 @@ static void vbo_exec_copy_to_current( struct vbo_exec_context *exec )
/* Note: the exec->vtx.current[i] pointers point into the
* ctx->Current.Attrib and ctx->Light.Material.Attrib arrays.
*/
if (exec->vtx.attrptr[i]) {
COPY_CLEAN_4V(current,
exec->vtx.attrsz[i],
exec->vtx.attrptr[i]);
}
/* Given that we explicitly state size here, there is no need
* for the COPY_CLEAN above, could just copy 16 bytes and be
* done. The only problem is when Mesa accesses ctx->Current
+13
View File
@@ -175,7 +175,20 @@ static void vbo_exec_bind_arrays( GLcontext *ctx )
exec->vtx.inputs[attr + 16] = &vbo->generic_currval[attr];
}
map = vbo->map_vp_arb;
/* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read.
* In that case we effectively need to route the data from
* glVertexAttrib(0, val) calls to feed into the GENERIC0 input.
*/
if ((ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_POS) == 0 &&
(ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) {
exec->vtx.inputs[16] = exec->vtx.inputs[0];
exec->vtx.attrsz[16] = exec->vtx.attrsz[0];
exec->vtx.attrsz[0] = 0;
}
break;
default:
assert(0);
}
/* Make all active attributes (including edgeflag) available as
+17 -1
View File
@@ -110,6 +110,9 @@ static void vbo_bind_vertex_list( GLcontext *ctx,
GLuint data = node->buffer_offset;
const GLuint *map;
GLuint attr;
GLubyte node_attrsz[VBO_ATTRIB_MAX]; /* copy of node->attrsz[] */
memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz));
/* Install the default (ie Current) attributes first, then overlay
* all active ones.
@@ -135,13 +138,26 @@ static void vbo_bind_vertex_list( GLcontext *ctx,
save->inputs[attr + 16] = &vbo->generic_currval[attr];
}
map = vbo->map_vp_arb;
/* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read.
* In that case we effectively need to route the data from
* glVertexAttrib(0, val) calls to feed into the GENERIC0 input.
*/
if ((ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_POS) == 0 &&
(ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) {
save->inputs[16] = save->inputs[0];
node_attrsz[16] = node_attrsz[0];
node_attrsz[0] = 0;
}
break;
default:
assert(0);
}
for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
GLuint src = map[attr];
if (node->attrsz[src]) {
if (node_attrsz[src]) {
/* override the default array set above */
save->inputs[attr] = &arrays[attr];