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>
This commit is contained in:
Mathias Fröhlich
2018-01-27 16:07:22 +01:00
committed by Mathias Fröhlich
parent 38b41fd718
commit 186f03cfb0
5 changed files with 26 additions and 21 deletions

View File

@@ -127,6 +127,8 @@ const char *gl_vert_attrib_name(gl_vert_attrib attrib);
* VERT_ATTRIB_MAT
* include the generic shader attributes used to alias
* varying material values for the TNL shader programs.
* They are located at the end of the generic attribute
* block not to overlap with the generic 0 attribute.
*/
#define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
#define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
@@ -137,7 +139,10 @@ const char *gl_vert_attrib_name(gl_vert_attrib attrib);
#define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
#define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
#define VERT_ATTRIB_MAT(i) VERT_ATTRIB_GENERIC(i)
#define VERT_ATTRIB_MAT0 \
(VERT_ATTRIB_GENERIC_MAX - VERT_ATTRIB_MAT_MAX)
#define VERT_ATTRIB_MAT(i) \
VERT_ATTRIB_GENERIC((i) + VERT_ATTRIB_MAT0)
#define VERT_ATTRIB_MAT_MAX MAT_ATTRIB_MAX
/**

View File

@@ -158,8 +158,8 @@ enum {
#define _TNL_FIRST_GENERIC _TNL_ATTRIB_GENERIC0
#define _TNL_LAST_GENERIC _TNL_ATTRIB_GENERIC15
#define _TNL_FIRST_MAT _TNL_ATTRIB_MAT_FRONT_AMBIENT /* GENERIC0 */
#define _TNL_LAST_MAT _TNL_ATTRIB_MAT_BACK_INDEXES /* GENERIC11 */
#define _TNL_FIRST_MAT _TNL_ATTRIB_MAT_FRONT_AMBIENT /* GENERIC4 */
#define _TNL_LAST_MAT _TNL_ATTRIB_MAT_BACK_INDEXES /* GENERIC15 */
/* Number of available texture attributes */
#define _TNL_NUM_TEX 8

View File

@@ -335,20 +335,20 @@ recalculate_input_bindings(struct gl_context *ctx)
}
}
/* Could use just about anything, just to fill in the empty
* slots:
*/
for (i = 0; i < VERT_ATTRIB_MAT0; i++) {
inputs[VERT_ATTRIB_GENERIC(i)] =
&vbo->currval[VBO_ATTRIB_GENERIC0 + i];
const_inputs |= VERT_BIT_GENERIC(i);
}
for (i = 0; i < VERT_ATTRIB_MAT_MAX; i++) {
inputs[VERT_ATTRIB_MAT(i)] =
&vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT + i];
const_inputs |= VERT_BIT_MAT(i);
}
/* Could use just about anything, just to fill in the empty
* slots:
*/
for (i = VERT_ATTRIB_MAT_MAX; i < VERT_ATTRIB_GENERIC_MAX; i++) {
inputs[VERT_ATTRIB_GENERIC(i)] =
&vbo->currval[VBO_ATTRIB_GENERIC0 + i];
const_inputs |= VERT_BIT_GENERIC(i);
}
break;
case VP_SHADER:

View File

@@ -187,16 +187,16 @@ vbo_exec_bind_arrays(struct gl_context *ctx)
/* Overlay other active attributes */
switch (get_vp_mode(exec->ctx)) {
case VP_FF:
for (attr = 0; attr < VERT_ATTRIB_MAT0; attr++) {
assert(VERT_ATTRIB_GENERIC(attr) < ARRAY_SIZE(exec->vtx.inputs));
exec->vtx.inputs[VERT_ATTRIB_GENERIC(attr)] =
&vbo->currval[VBO_ATTRIB_GENERIC0+attr];
}
for (attr = 0; attr < VERT_ATTRIB_MAT_MAX; attr++) {
assert(VERT_ATTRIB_MAT(attr) < ARRAY_SIZE(exec->vtx.inputs));
exec->vtx.inputs[VERT_ATTRIB_MAT(attr)] =
&vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+attr];
}
for (attr = VERT_ATTRIB_MAT_MAX; attr < VERT_ATTRIB_GENERIC_MAX; attr++) {
assert(VERT_ATTRIB_GENERIC(attr) < ARRAY_SIZE(exec->vtx.inputs));
exec->vtx.inputs[VERT_ATTRIB_GENERIC(attr)] =
&vbo->currval[VBO_ATTRIB_GENERIC0+attr];
}
map = vbo->map_vp_none;
break;
case VP_SHADER:

View File

@@ -151,14 +151,14 @@ bind_vertex_list(struct gl_context *ctx,
/* Overlay other active attributes */
switch (get_vp_mode(ctx)) {
case VP_FF:
for (attr = 0; attr < VERT_ATTRIB_MAT0; attr++) {
save->inputs[VERT_ATTRIB_GENERIC(attr)] =
&vbo->currval[VBO_ATTRIB_GENERIC0+attr];
}
for (attr = 0; attr < VERT_ATTRIB_MAT_MAX; attr++) {
save->inputs[VERT_ATTRIB_MAT(attr)] =
&vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+attr];
}
for (attr = VERT_ATTRIB_MAT_MAX; attr < VERT_ATTRIB_GENERIC_MAX; attr++) {
save->inputs[VERT_ATTRIB_GENERIC(attr)] =
&vbo->currval[VBO_ATTRIB_GENERIC0+attr];
}
map = vbo->map_vp_none;
break;
case VP_SHADER: