mesa: Put materials at the end of the generic block.
The materials are now moved to the end of the generic attributes block to the range 4-15. Before, the way the position and generic 0 attribute is handled was dependent on the presence and kind of the currently attached vertex program. With this change the way the position attribute and the generic 0 attribute is treated only depends on the enabled flag of those two arrays. This will later help to untangle the update dependencies between enabled arrays and shader inputs. v2: s,VERT_ATTRIB_MAT_OFFSET,VERT_ATTRIB_MAT0,g Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de> Reviewed-by: Brian Paul <brianp@vmware.com>
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committed by
Mathias Fröhlich

parent
38b41fd718
commit
186f03cfb0
@@ -127,6 +127,8 @@ const char *gl_vert_attrib_name(gl_vert_attrib attrib);
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* VERT_ATTRIB_MAT
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* include the generic shader attributes used to alias
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* varying material values for the TNL shader programs.
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* They are located at the end of the generic attribute
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* block not to overlap with the generic 0 attribute.
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*/
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#define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
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#define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
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@@ -137,7 +139,10 @@ const char *gl_vert_attrib_name(gl_vert_attrib attrib);
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#define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
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#define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
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#define VERT_ATTRIB_MAT(i) VERT_ATTRIB_GENERIC(i)
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#define VERT_ATTRIB_MAT0 \
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(VERT_ATTRIB_GENERIC_MAX - VERT_ATTRIB_MAT_MAX)
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#define VERT_ATTRIB_MAT(i) \
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VERT_ATTRIB_GENERIC((i) + VERT_ATTRIB_MAT0)
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#define VERT_ATTRIB_MAT_MAX MAT_ATTRIB_MAX
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/**
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@@ -158,8 +158,8 @@ enum {
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#define _TNL_FIRST_GENERIC _TNL_ATTRIB_GENERIC0
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#define _TNL_LAST_GENERIC _TNL_ATTRIB_GENERIC15
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#define _TNL_FIRST_MAT _TNL_ATTRIB_MAT_FRONT_AMBIENT /* GENERIC0 */
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#define _TNL_LAST_MAT _TNL_ATTRIB_MAT_BACK_INDEXES /* GENERIC11 */
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#define _TNL_FIRST_MAT _TNL_ATTRIB_MAT_FRONT_AMBIENT /* GENERIC4 */
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#define _TNL_LAST_MAT _TNL_ATTRIB_MAT_BACK_INDEXES /* GENERIC15 */
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/* Number of available texture attributes */
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#define _TNL_NUM_TEX 8
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@@ -335,20 +335,20 @@ recalculate_input_bindings(struct gl_context *ctx)
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}
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}
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/* Could use just about anything, just to fill in the empty
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* slots:
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*/
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for (i = 0; i < VERT_ATTRIB_MAT0; i++) {
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inputs[VERT_ATTRIB_GENERIC(i)] =
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&vbo->currval[VBO_ATTRIB_GENERIC0 + i];
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const_inputs |= VERT_BIT_GENERIC(i);
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}
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for (i = 0; i < VERT_ATTRIB_MAT_MAX; i++) {
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inputs[VERT_ATTRIB_MAT(i)] =
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&vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT + i];
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const_inputs |= VERT_BIT_MAT(i);
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}
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/* Could use just about anything, just to fill in the empty
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* slots:
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*/
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for (i = VERT_ATTRIB_MAT_MAX; i < VERT_ATTRIB_GENERIC_MAX; i++) {
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inputs[VERT_ATTRIB_GENERIC(i)] =
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&vbo->currval[VBO_ATTRIB_GENERIC0 + i];
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const_inputs |= VERT_BIT_GENERIC(i);
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}
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break;
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case VP_SHADER:
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@@ -187,16 +187,16 @@ vbo_exec_bind_arrays(struct gl_context *ctx)
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/* Overlay other active attributes */
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switch (get_vp_mode(exec->ctx)) {
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case VP_FF:
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for (attr = 0; attr < VERT_ATTRIB_MAT0; attr++) {
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assert(VERT_ATTRIB_GENERIC(attr) < ARRAY_SIZE(exec->vtx.inputs));
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exec->vtx.inputs[VERT_ATTRIB_GENERIC(attr)] =
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&vbo->currval[VBO_ATTRIB_GENERIC0+attr];
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}
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for (attr = 0; attr < VERT_ATTRIB_MAT_MAX; attr++) {
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assert(VERT_ATTRIB_MAT(attr) < ARRAY_SIZE(exec->vtx.inputs));
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exec->vtx.inputs[VERT_ATTRIB_MAT(attr)] =
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&vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+attr];
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}
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for (attr = VERT_ATTRIB_MAT_MAX; attr < VERT_ATTRIB_GENERIC_MAX; attr++) {
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assert(VERT_ATTRIB_GENERIC(attr) < ARRAY_SIZE(exec->vtx.inputs));
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exec->vtx.inputs[VERT_ATTRIB_GENERIC(attr)] =
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&vbo->currval[VBO_ATTRIB_GENERIC0+attr];
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}
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map = vbo->map_vp_none;
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break;
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case VP_SHADER:
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@@ -151,14 +151,14 @@ bind_vertex_list(struct gl_context *ctx,
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/* Overlay other active attributes */
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switch (get_vp_mode(ctx)) {
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case VP_FF:
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for (attr = 0; attr < VERT_ATTRIB_MAT0; attr++) {
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save->inputs[VERT_ATTRIB_GENERIC(attr)] =
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&vbo->currval[VBO_ATTRIB_GENERIC0+attr];
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}
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for (attr = 0; attr < VERT_ATTRIB_MAT_MAX; attr++) {
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save->inputs[VERT_ATTRIB_MAT(attr)] =
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&vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+attr];
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}
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for (attr = VERT_ATTRIB_MAT_MAX; attr < VERT_ATTRIB_GENERIC_MAX; attr++) {
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save->inputs[VERT_ATTRIB_GENERIC(attr)] =
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&vbo->currval[VBO_ATTRIB_GENERIC0+attr];
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}
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map = vbo->map_vp_none;
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break;
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case VP_SHADER:
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