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more work on vertex shaders, now using vertex shaders instead of TnL module by default
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parent
1f026d98dd
commit
0453760a0b
2 changed files with 59 additions and 7 deletions
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@ -87,6 +87,36 @@ compute_clipmask(float cx, float cy, float cz, float cw)
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}
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/**
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* Fetch a float[4] vertex attribute from memory, doing format/type
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* conversion as needed.
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* XXX this might be a temporary thing.
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*/
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static void
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fetch_attrib4(const void *ptr, unsigned format, float attrib[4])
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{
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/* defaults */
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attrib[1] = 0.0;
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attrib[2] = 0.0;
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attrib[3] = 1.0;
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switch (format) {
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case PIPE_FORMAT_R32G32B32A32_FLOAT:
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attrib[3] = ((float *) ptr)[3];
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/* fall-through */
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case PIPE_FORMAT_R32G32B32_FLOAT:
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attrib[2] = ((float *) ptr)[2];
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/* fall-through */
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case PIPE_FORMAT_R32G32_FLOAT:
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attrib[1] = ((float *) ptr)[1];
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/* fall-through */
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case PIPE_FORMAT_R32_FLOAT:
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attrib[0] = ((float *) ptr)[0];
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break;
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default:
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assert(0);
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}
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}
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/**
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* Transform vertices with the current vertex program/shader
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@ -129,21 +159,39 @@ run_vertex_program(struct draw_context *draw,
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machine.Inputs = ALIGN16_ASSIGN(inputs);
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machine.Outputs = ALIGN16_ASSIGN(outputs);
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if (0)
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{
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unsigned attr;
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for (attr = 0; attr < 16; attr++) {
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if (sp->vs.inputs_read & (1 << attr)) {
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printf("attr %d: buf_off %d src_off %d pitch %d\n",
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attr,
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draw->vertex_buffer[attr].buffer_offset,
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draw->vertex_element[attr].src_offset,
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draw->vertex_buffer[attr].pitch);
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}
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}
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}
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/* load machine inputs */
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for (j = 0; j < count; j++) {
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unsigned attr;
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for (attr = 0; attr < 16; attr++) {
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if (sp->vs.inputs_read & (1 << attr)) {
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const float *p
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= (const float *) ((const ubyte *) vbuffer
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+ draw->vertex_buffer[attr].buffer_offset
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+ draw->vertex_element[attr].src_offset
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+ elts[j] * draw->vertex_buffer[attr].pitch);
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const void *src
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= (const void *) ((const ubyte *) vbuffer
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+ draw->vertex_buffer[attr].buffer_offset
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+ draw->vertex_element[attr].src_offset
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+ elts[j] * draw->vertex_buffer[attr].pitch);
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float p[4];
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fetch_attrib4(src, draw->vertex_element[attr].src_format, p);
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machine.Inputs[attr].xyzw[0].f[j] = p[0]; /*X*/
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machine.Inputs[attr].xyzw[1].f[j] = p[1]; /*Y*/
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machine.Inputs[attr].xyzw[2].f[j] = p[2]; /*Z*/
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machine.Inputs[attr].xyzw[3].f[j] = 1.0; /*W*/
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machine.Inputs[attr].xyzw[3].f[j] = p[3]; /*W*/
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#if 0
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if (attr == 0) {
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printf("Input vertex %d: %f %f %f\n",
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@ -371,12 +419,16 @@ softpipe_draw_arrays(struct pipe_context *pipe, unsigned mode,
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struct draw_context *draw = sp->draw;
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struct pipe_buffer_handle *buf;
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if (sp->dirty)
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softpipe_update_derived( sp );
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softpipe_map_surfaces(sp);
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/*
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* Map vertex buffers
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*/
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buf = sp->vertex_buffer[0].buffer;
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assert(buf);
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draw->mapped_vbuffer
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= pipe->winsys->buffer_map(pipe->winsys, buf, PIPE_BUFFER_FLAG_READ);
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@ -216,7 +216,7 @@ static void calculate_vertex_layout( struct softpipe_context *softpipe )
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if (attr_mask != softpipe->attr_mask) {
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softpipe->attr_mask = attr_mask;
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#define USE_NEW_DRAW 0
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#define USE_NEW_DRAW 01
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#if USE_NEW_DRAW
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draw_set_vertex_attributes2( softpipe->draw,
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slot_to_vf_attr,
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