Undo prev changes.

This commit is contained in:
Brian 2007-10-15 15:05:08 -06:00
parent 65b1f6947f
commit 0585b4e746
3 changed files with 43 additions and 23 deletions

View file

@ -93,8 +93,9 @@ feedback_vertex(GLcontext *ctx, const struct draw_context *draw,
const GLfloat ci = 0;
GLuint slot;
/* Recall that Y=0=Top of window for Gallium wincoords */
win[0] = v->data[0][0];
win[1] = v->data[0][1];
win[1] = ctx->DrawBuffer->Height - v->data[0][1];
win[2] = v->data[0][2];
win[3] = 1.0F / v->data[0][3];
@ -104,13 +105,13 @@ feedback_vertex(GLcontext *ctx, const struct draw_context *draw,
*/
slot = st->vertex_result_to_slot[VERT_RESULT_COL0];
if (slot)
if (slot != ~0)
color = v->data[slot];
else
color = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
slot = st->vertex_result_to_slot[VERT_RESULT_TEX0];
if (slot)
if (slot != ~0)
texcoord = v->data[slot];
else
texcoord = ctx->Current.Attrib[VERT_ATTRIB_TEX0];
@ -294,13 +295,6 @@ st_RenderMode(GLcontext *ctx, GLenum newMode )
draw_set_rasterize_stage(draw, st->selection_stage);
/* Plug in new vbo draw function */
vbo->draw_prims = st_feedback_draw_vbo;
/* setup post-transform vertex attribs */
{
/* just emit pos as GLfloat[4] */
static const uint attrs[1] = { FORMAT_4F };
const interp_mode *interp = NULL;
draw_set_vertex_attributes(draw, attrs, interp, 1);
}
}
else {
if (!st->feedback_stage)
@ -308,19 +302,8 @@ st_RenderMode(GLcontext *ctx, GLenum newMode )
draw_set_rasterize_stage(draw, st->feedback_stage);
/* Plug in new vbo draw function */
vbo->draw_prims = st_feedback_draw_vbo;
/* setup post-transform vertex attribs */
{
/* emit all attribs as GLfloat[4] */
uint attrs[PIPE_MAX_SHADER_OUTPUTS];
interp_mode interp[PIPE_MAX_SHADER_OUTPUTS];
GLuint n = st->state.vs->state.num_outputs;
GLuint i;
for (i = 0; i < n; i++) {
attrs[i] = FORMAT_4F;
interp[i] = INTERP_NONE;
}
draw_set_vertex_attributes(draw, attrs, interp, n);
}
/* need to generate/use a vertex program that emits pos/color/tex */
st->dirty.st |= ST_NEW_VERTEX_PROGRAM;
}
}

View file

@ -310,6 +310,35 @@ st_draw_vertices(GLcontext *ctx, unsigned prim,
}
/**
* Set the (private) draw module's post-transformed vertex format when in
* GL_SELECT or GL_FEEDBACK mode.
*/
static void
set_feedback_vertex_format(GLcontext *ctx)
{
struct st_context *st = ctx->st;
uint attrs[PIPE_MAX_SHADER_OUTPUTS];
interp_mode interp[PIPE_MAX_SHADER_OUTPUTS];
GLuint n, i;
if (ctx->RenderMode == GL_FEEDBACK) {
/* emit all attribs (pos, color, texcoord) as GLfloat[4] */
n = st->state.vs->state.num_outputs;
for (i = 0; i < n; i++) {
attrs[i] = FORMAT_4F;
interp[i] = INTERP_NONE;
}
}
else {
assert(ctx->RenderMode == GL_SELECT);
n = 1;
attrs[0] = FORMAT_4F;
interp[0] = INTERP_NONE;
}
draw_set_vertex_attributes(st->draw, attrs, interp, n);
}
/**
@ -359,6 +388,7 @@ st_feedback_draw_vbo(GLcontext *ctx,
draw_set_clip_state(draw, &st->state.clip);
draw_set_rasterizer_state(draw, &st->state.rasterizer->state);
draw_bind_vertex_shader(draw, st->state.vs->data);
set_feedback_vertex_format(ctx);
/* loop over TGSI shader inputs to determine vertex buffer
* and attribute info

View file

@ -134,6 +134,13 @@ static struct state_key *make_state_key( GLcontext *ctx )
assert(fp);
key->fragprog_inputs_read = fp->Base.InputsRead;
if (ctx->RenderMode == GL_FEEDBACK) {
/* This is a bit of a hack, but you can imagine feedback mode as using
* a special no-op fragment shader that just requires particular
* inputs (inputs which satisfy feedback mode).
*/
key->fragprog_inputs_read |= FRAG_BIT_COL0 | FRAG_BIT_TEX0;
}
key->separate_specular = (ctx->Light.Model.ColorControl ==
GL_SEPARATE_SPECULAR_COLOR);