[Mesa-dev] [PATCH 2/2] i965 Gen6: Implement gl_ClipVertex.
stereotype441 at gmail.com
Fri Sep 30 18:14:21 PDT 2011
On 30 September 2011 10:04, Eric Anholt <eric at anholt.net> wrote:
> On Fri, 30 Sep 2011 01:09:32 -0700, Paul Berry <stereotype441 at gmail.com>
> Non-text part: multipart/mixed
> Non-text part: multipart/alternative
> > On 29 September 2011 23:16, Kenneth Graunke <kenneth at whitecape.org>
> > > On 09/27/2011 11:05 AM, Paul Berry wrote:
> > > So, we trade support for fixed function clipping for gl_ClipVertex
> > > clipping? That seems really unfortunate. I know we don't use the new
> > > VS backend for fixed function today, but we will.
> > >
> > My intention was never to give up support for fixed function clipping. I
> > just don't know how to tell, from within the vertex shader backend,
> > the shader we're compiling is an application-defined GLSL shader or
> > built-in fixed function vertex shader. Since at the moment we use the
> > VS backend for fixed function, and the new VS backend for
> > application-defined GLSL shaders, I figured I could dodge the question
> > now by putting the fixed-function logic in the old VS backend and the
> > non-fixed-function logic in the new VS backend. Unfortunately your eyes
> > were too sharp for me to get away with that dodge :)
> ctx->Shader.CurrentVertexProgram is the vertex shader, if enabled.
> If not, ctx->VertexProgram._Enabled tells us if a vertex program is in
> use, and ctx->VertexProgram.Current is that program.
> Otherwise, you're in fixed function.
> ctx->VertexProgram._Current points at one of those three.
Ok, thanks. I'll send out a v2 patch that is more future proof.
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