draw: fix-ups for point coord attribute

progs/glsl/pointcoord.c works again
This commit is contained in:
Brian Paul 2009-07-31 13:56:17 -06:00
parent 9d0b8d72d8
commit 23c0e812bc

View file

@ -28,6 +28,30 @@
/* Authors: Keith Whitwell <keith@tungstengraphics.com>
*/
/**
* Notes on wide points and sprite mode:
*
* In wide point/sprite mode we effectively need to convert each incoming
* vertex into four outgoing vertices specifying the corners of a quad.
* Since we don't (yet) have geometry shaders, we have to handle this here
* in the draw module.
*
* For sprites, it also means that this is where we have to handle texcoords
* for the vertices of the quad. OpenGL's GL_COORD_REPLACE state specifies
* if/how enabled texcoords are automatically generated for sprites. We pass
* that info through gallium in the pipe_rasterizer_state::sprite_coord_mode
* array.
*
* Additionally, GLSL's gl_PointCoord fragment attribute has to be handled
* here as well. This is basically an additional texture/generic attribute
* that varies .x from 0 to 1 horizontally across the point and varies .y
* vertically from 0 to 1 down the sprite.
*
* With geometry shaders, the state tracker could create a GS to do
* most/all of this.
*/
#include "util/u_math.h"
#include "util/u_memory.h"
#include "pipe/p_defines.h"
@ -52,7 +76,7 @@ struct widepoint_stage {
int psize_slot;
int point_coord_fs_input; /**< input for pointcoord (and fog) */
int point_coord_fs_input; /**< input for pointcoord */
};
@ -64,8 +88,6 @@ widepoint_stage( struct draw_stage *stage )
}
/**
* Set the vertex texcoords for sprite mode.
* Coords may be left untouched or set to a right-side-up or upside-down
@ -89,10 +111,12 @@ static void set_texcoords(const struct widepoint_stage *wide,
}
if (wide->point_coord_fs_input >= 0) {
/* put gl_PointCoord into extra vertex output's zw components */
uint k = wide->stage.draw->extra_vp_outputs.slot;
v->data[k][2] = tc[0];
v->data[k][3] = tc[1];
/* put gl_PointCoord into the extra vertex slot */
uint slot = wide->stage.draw->extra_vp_outputs.slot;
v->data[slot][0] = tc[0];
v->data[slot][1] = tc[1];
v->data[slot][2] = 0.0F;
v->data[slot][3] = 1.0F;
}
}
@ -182,10 +206,10 @@ static void widepoint_point( struct draw_stage *stage,
static int
find_fog_input_attrib(struct draw_context *draw)
find_pntc_input_attrib(struct draw_context *draw)
{
/* Scan the fragment program's input decls to find the fogcoord
* attribute. The z/w components will store the point coord.
/* Scan the fragment program's input decls to find the pointcoord
* attribute. The xy components will store the point coord.
*/
return 0; /* XXX fix this */
}
@ -229,8 +253,8 @@ static void widepoint_first_point( struct draw_stage *stage,
}
wide->num_texcoords = j;
/* find fragment shader PointCoord/Fog input */
wide->point_coord_fs_input = find_fog_input_attrib(draw);
/* find fragment shader PointCoord input */
wide->point_coord_fs_input = find_pntc_input_attrib(draw);
/* setup extra vp output (point coord implemented as a texcoord) */
draw->extra_vp_outputs.semantic_name = TGSI_SEMANTIC_GENERIC;