[Mesa-dev] [PATCH 3/5] glsl: Add gl_MESACurrentAttrib{Vert, Frag} internal builtin uniforms.
Marek Olšák
maraeo at gmail.com
Thu Oct 6 14:11:51 PDT 2011
If I get this right... Why not use a vertex array with stride == 0 instead?
Marek
On Thu, Oct 6, 2011 at 6:36 PM, Eric Anholt <eric at anholt.net> wrote:
> These will be used by the FF VS/FS to represent the current attributes
> when they don't have an active vertex array.
> ---
> src/glsl/ir_variable.cpp | 25 ++++++++++++++++++++++++-
> 1 files changed, 24 insertions(+), 1 deletions(-)
>
> diff --git a/src/glsl/ir_variable.cpp b/src/glsl/ir_variable.cpp
> index 58be64b..03fa43f 100644
> --- a/src/glsl/ir_variable.cpp
> +++ b/src/glsl/ir_variable.cpp
> @@ -178,6 +178,14 @@ static struct gl_builtin_uniform_element gl_MESAFogParamsOptimized_elements[] =
> {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
> };
>
> +static struct gl_builtin_uniform_element gl_MESACurrentAttribVert_elements[] = {
> + {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB, 0}, SWIZZLE_XYZW},
> +};
> +
> +static struct gl_builtin_uniform_element gl_MESACurrentAttribFrag_elements[] = {
> + {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, 0}, SWIZZLE_XYZW},
> +};
> +
> #define MATRIX(name, statevar, modifier) \
> static struct gl_builtin_uniform_element name ## _elements[] = { \
> { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW }, \
> @@ -284,6 +292,8 @@ const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
> STATEVAR(gl_MESABumpRotMatrix0),
> STATEVAR(gl_MESABumpRotMatrix1),
> STATEVAR(gl_MESAFogParamsOptimized),
> + STATEVAR(gl_MESACurrentAttribVert),
> + STATEVAR(gl_MESACurrentAttribFrag),
>
> {NULL, NULL, 0}
> };
> @@ -355,7 +365,12 @@ add_uniform(exec_list *instructions, glsl_symbol_table *symtab,
>
> memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
> if (type->is_array()) {
> - slots->tokens[1] = a;
> + if (strcmp(name, "gl_MESACurrentAttribVert") == 0 ||
> + strcmp(name, "gl_MESACurrentAttribFrag") == 0) {
> + slots->tokens[2] = a;
> + } else {
> + slots->tokens[1] = a;
> + }
> }
>
> slots->swizzle = element->swizzle;
> @@ -518,6 +533,14 @@ generate_110_uniforms(exec_list *instructions,
>
> add_uniform(instructions, symtab, "gl_Fog",
> symtab->get_type("gl_FogParameters"));
> +
> + /* Mesa-internal current attrib state */
> + const glsl_type *const vert_attribs =
> + glsl_type::get_array_instance(glsl_type::vec4_type, VERT_ATTRIB_MAX);
> + add_uniform(instructions, symtab, "gl_MESACurrentAttribVert", vert_attribs);
> + const glsl_type *const frag_attribs =
> + glsl_type::get_array_instance(glsl_type::vec4_type, FRAG_ATTRIB_MAX);
> + add_uniform(instructions, symtab, "gl_MESACurrentAttribFrag", frag_attribs);
> }
>
> /* This function should only be called for ES, not desktop GL. */
> --
> 1.7.6.3
>
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