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draw: Never allocate duplicate extra vertex attribs.

Prevents mismatches when the VS outputs generic attributes not used by
the FS.

Reviewed-by: Brian Paul <brianp@vmware.com>
tags/mesa-8.0-rc1
José Fonseca 14 years ago
parent
commit
102bf6e2a7

+ 33
- 17
src/gallium/auxiliary/draw/draw_context.c View File

@@ -450,7 +450,9 @@ draw_set_force_passthrough( struct draw_context *draw, boolean enable )


/**
* Allocate an extra vertex/geometry shader vertex attribute.
* Allocate an extra vertex/geometry shader vertex attribute, if it doesn't
* exist already.
*
* This is used by some of the optional draw module stages such
* as wide_point which may need to allocate additional generic/texcoord
* attributes.
@@ -459,8 +461,17 @@ int
draw_alloc_extra_vertex_attrib(struct draw_context *draw,
uint semantic_name, uint semantic_index)
{
const int num_outputs = draw_current_shader_outputs(draw);
const int n = draw->extra_shader_outputs.num;
int slot;
uint num_outputs;
uint n;

slot = draw_find_shader_output(draw, semantic_name, semantic_index);
if (slot > 0) {
return slot;
}

num_outputs = draw_current_shader_outputs(draw);
n = draw->extra_shader_outputs.num;

assert(n < Elements(draw->extra_shader_outputs.semantic_name));

@@ -484,6 +495,22 @@ draw_remove_extra_vertex_attribs(struct draw_context *draw)
}


/**
* If a geometry shader is present, return its info, else the vertex shader's
* info.
*/
struct tgsi_shader_info *
draw_get_shader_info(const struct draw_context *draw)
{

if (draw->gs.geometry_shader) {
return &draw->gs.geometry_shader->info;
} else {
return &draw->vs.vertex_shader->info;
}
}


/**
* Ask the draw module for the location/slot of the given vertex attribute in
* a post-transformed vertex.
@@ -503,13 +530,8 @@ int
draw_find_shader_output(const struct draw_context *draw,
uint semantic_name, uint semantic_index)
{
const struct draw_vertex_shader *vs = draw->vs.vertex_shader;
const struct draw_geometry_shader *gs = draw->gs.geometry_shader;
const struct tgsi_shader_info *info = draw_get_shader_info(draw);
uint i;
const struct tgsi_shader_info *info = &vs->info;

if (gs)
info = &gs->info;

for (i = 0; i < info->num_outputs; i++) {
if (info->output_semantic_name[i] == semantic_name &&
@@ -541,16 +563,10 @@ draw_find_shader_output(const struct draw_context *draw,
uint
draw_num_shader_outputs(const struct draw_context *draw)
{
const struct tgsi_shader_info *info = draw_get_shader_info(draw);
uint count;

/* If a geometry shader is present, its outputs go to the
* driver, else the vertex shader's outputs.
*/
if (draw->gs.geometry_shader)
count = draw->gs.geometry_shader->info.num_outputs;
else
count = draw->vs.vertex_shader->info.num_outputs;

count = info->num_outputs;
count += draw->extra_shader_outputs.num;

return count;

+ 3
- 0
src/gallium/auxiliary/draw/draw_context.h View File

@@ -96,6 +96,9 @@ boolean
draw_install_pstipple_stage(struct draw_context *draw, struct pipe_context *pipe);


struct tgsi_shader_info *
draw_get_shader_info(const struct draw_context *draw);

int
draw_find_shader_output(const struct draw_context *draw,
uint semantic_name, uint semantic_index);

+ 5
- 3
src/gallium/auxiliary/draw/draw_pipe_aaline.c View File

@@ -374,7 +374,9 @@ generate_aaline_fs(struct aaline_stage *aaline)
newLen, &transform.base);

#if 0 /* DEBUG */
debug_printf("draw_aaline, orig shader:\n");
tgsi_dump(orig_fs->tokens, 0);
debug_printf("draw_aaline, new shader:\n");
tgsi_dump(aaline_fs.tokens, 0);
#endif

@@ -692,12 +694,12 @@ aaline_first_line(struct draw_stage *stage, struct prim_header *header)
}

/* update vertex attrib info */
aaline->tex_slot = draw_current_shader_outputs(draw);
aaline->pos_slot = draw_current_shader_position_output(draw);;

/* allocate the extra post-transformed vertex attribute */
(void) draw_alloc_extra_vertex_attrib(draw, TGSI_SEMANTIC_GENERIC,
aaline->fs->generic_attrib);
aaline->tex_slot = draw_alloc_extra_vertex_attrib(draw,
TGSI_SEMANTIC_GENERIC,
aaline->fs->generic_attrib);

/* how many samplers? */
/* we'll use sampler/texture[pstip->sampler_unit] for the stipple */

+ 10
- 11
src/gallium/auxiliary/draw/draw_pipe_aapoint.c View File

@@ -519,9 +519,9 @@ generate_aapoint_fs(struct aapoint_stage *aapoint)
newLen, &transform.base);

#if 0 /* DEBUG */
printf("draw_aapoint, orig shader:\n");
debug_printf("draw_aapoint, orig shader:\n");
tgsi_dump(orig_fs->tokens, 0);
printf("draw_aapoint, new shader:\n");
debug_printf("draw_aapoint, new shader:\n");
tgsi_dump(aapoint_fs.tokens, 0);
#endif

@@ -696,23 +696,22 @@ aapoint_first_point(struct draw_stage *stage, struct prim_header *header)
bind_aapoint_fragment_shader(aapoint);

/* update vertex attrib info */
aapoint->tex_slot = draw_current_shader_outputs(draw);
assert(aapoint->tex_slot > 0); /* output[0] is vertex pos */

aapoint->pos_slot = draw_current_shader_position_output(draw);

/* allocate the extra post-transformed vertex attribute */
(void) draw_alloc_extra_vertex_attrib(draw, TGSI_SEMANTIC_GENERIC,
aapoint->fs->generic_attrib);
aapoint->tex_slot = draw_alloc_extra_vertex_attrib(draw,
TGSI_SEMANTIC_GENERIC,
aapoint->fs->generic_attrib);
assert(aapoint->tex_slot > 0); /* output[0] is vertex pos */

/* find psize slot in post-transform vertex */
aapoint->psize_slot = -1;
if (draw->rasterizer->point_size_per_vertex) {
/* find PSIZ vertex output */
const struct draw_vertex_shader *vs = draw->vs.vertex_shader;
const struct tgsi_shader_info *info = draw_get_shader_info(draw);
uint i;
for (i = 0; i < vs->info.num_outputs; i++) {
if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_PSIZE) {
/* find PSIZ vertex output */
for (i = 0; i < info->num_outputs; i++) {
if (info->output_semantic_name[i] == TGSI_SEMANTIC_PSIZE) {
aapoint->psize_slot = i;
break;
}

+ 3
- 15
src/gallium/auxiliary/draw/draw_pipe_wide_point.c View File

@@ -245,21 +245,9 @@ widepoint_first_point(struct draw_stage *stage,
/* OK, this generic attribute needs to be replaced with a
* texcoord (see above).
*/
int slot = draw_find_shader_output(draw,
TGSI_SEMANTIC_GENERIC,
generic_index);

if (slot > 0) {
/* there's already a post-vertex shader attribute
* for this fragment shader input attribute.
*/
}
else {
/* need to allocate a new post-vertex shader attribute */
slot = draw_alloc_extra_vertex_attrib(draw,
TGSI_SEMANTIC_GENERIC,
generic_index);
}
int slot = draw_alloc_extra_vertex_attrib(draw,
TGSI_SEMANTIC_GENERIC,
generic_index);

/* add this slot to the texcoord-gen list */
wide->texcoord_gen_slot[wide->num_texcoord_gen++] = slot;

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