mesa: Introduce a compiler enum for tessellation spacing.

It feels weird using GL_* enums in a Vulkan driver.

v2: Fix the TESS_SPACING -> PIPE_TESS_SPACING conversion.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This commit is contained in:
Kenneth Graunke
2016-09-24 17:59:55 -07:00
parent 9bb89175e6
commit a4fd84ef5f
11 changed files with 54 additions and 47 deletions

View File

@@ -704,7 +704,7 @@ struct ast_type_qualifier {
ast_layout_expression *local_size[3];
/** Tessellation evaluation shader: vertex spacing (equal, fractional even/odd) */
GLenum vertex_spacing;
enum gl_tess_spacing vertex_spacing;
/** Tessellation evaluation shader: vertex ordering (CW or CCW) */
GLenum ordering;

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@@ -1463,11 +1463,11 @@ layout_qualifier_id:
if (!$$.flags.i) {
static const struct {
const char *s;
GLenum e;
enum gl_tess_spacing e;
} map[] = {
{ "equal_spacing", GL_EQUAL },
{ "fractional_odd_spacing", GL_FRACTIONAL_ODD },
{ "fractional_even_spacing", GL_FRACTIONAL_EVEN },
{ "equal_spacing", TESS_SPACING_EQUAL },
{ "fractional_odd_spacing", TESS_SPACING_FRACTIONAL_ODD },
{ "fractional_even_spacing", TESS_SPACING_FRACTIONAL_EVEN },
};
for (unsigned i = 0; i < ARRAY_SIZE(map); i++) {
if (match_layout_qualifier($1, map[i].s, state) == 0) {

View File

@@ -1732,7 +1732,7 @@ set_shader_inout_layout(struct gl_shader *shader,
if (state->in_qualifier->flags.q.prim_type)
shader->info.TessEval.PrimitiveMode = state->in_qualifier->prim_type;
shader->info.TessEval.Spacing = 0;
shader->info.TessEval.Spacing = TESS_SPACING_UNSPECIFIED;
if (state->in_qualifier->flags.q.vertex_spacing)
shader->info.TessEval.Spacing = state->in_qualifier->vertex_spacing;

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@@ -1721,7 +1721,7 @@ link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
unsigned num_shaders)
{
linked_shader->info.TessEval.PrimitiveMode = PRIM_UNKNOWN;
linked_shader->info.TessEval.Spacing = 0;
linked_shader->info.TessEval.Spacing = TESS_SPACING_UNSPECIFIED;
linked_shader->info.TessEval.VertexOrder = 0;
linked_shader->info.TessEval.PointMode = -1;
@@ -1804,8 +1804,8 @@ link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
return;
}
if (linked_shader->info.TessEval.Spacing == 0)
linked_shader->info.TessEval.Spacing = GL_EQUAL;
if (linked_shader->info.TessEval.Spacing == TESS_SPACING_UNSPECIFIED)
linked_shader->info.TessEval.Spacing = TESS_SPACING_EQUAL;
if (linked_shader->info.TessEval.VertexOrder == 0)
linked_shader->info.TessEval.VertexOrder = GL_CCW;

View File

@@ -591,6 +591,14 @@ enum gl_advanced_blend_mode
BLEND_ALL = 0x7fff,
};
enum gl_tess_spacing
{
TESS_SPACING_UNSPECIFIED,
TESS_SPACING_EQUAL,
TESS_SPACING_FRACTIONAL_ODD,
TESS_SPACING_FRACTIONAL_EVEN,
};
#ifdef __cplusplus
} /* extern "C" */
#endif

View File

@@ -149,7 +149,7 @@ typedef struct shader_info {
struct {
uint32_t primitive_mode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
uint32_t spacing; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
enum gl_tess_spacing spacing;
/** Is the vertex order counterclockwise? */
bool ccw;
bool point_mode;