[Mesa-dev] [PATCH 3/8] mesa: Put materials at the end of the generic block.
Emil Velikov
emil.l.velikov at gmail.com
Fri Feb 2 11:03:24 UTC 2018
Hi Mathias,
I've noticed you pushed this already. Just sharing some fly-by idea.
On 1 February 2018 at 07:32, <Mathias.Froehlich at gmx.net> wrote:
> From: Mathias Fröhlich <mathias.froehlich at web.de>
>
> The materials are now moved to the end of the
> generic attributes block to the range 4-15.
>
> Before, the way the position and generic 0 attribute
> is handled was dependent on the presence and kind of
> the currently attached vertex program. With this
> change the way the position attribute and the generic 0
> attribute is treated only depends on the enabled
> flag of those two arrays.
> This will later help to untangle the update dependencies
> between enabled arrays and shader inputs.
>
> v2: s,VERT_ATTRIB_MAT_OFFSET,VERT_ATTRIB_MAT0,g
>
> Signed-off-by: Mathias Fröhlich <Mathias.Froehlich at web.de>
> ---
> src/compiler/shader_enums.h | 7 ++++++-
> src/mesa/tnl/t_context.h | 4 ++--
> src/mesa/vbo/vbo_exec_array.c | 14 +++++++-------
> src/mesa/vbo/vbo_exec_draw.c | 10 +++++-----
> src/mesa/vbo/vbo_save_draw.c | 8 ++++----
> 5 files changed, 24 insertions(+), 19 deletions(-)
>
> diff --git a/src/compiler/shader_enums.h b/src/compiler/shader_enums.h
> index aa296adb5a..fb78ad384c 100644
> --- a/src/compiler/shader_enums.h
> +++ b/src/compiler/shader_enums.h
> @@ -127,6 +127,8 @@ const char *gl_vert_attrib_name(gl_vert_attrib attrib);
> * VERT_ATTRIB_MAT
> * include the generic shader attributes used to alias
> * varying material values for the TNL shader programs.
> + * They are located at the end of the generic attribute
> + * block not to overlap with the generic 0 attribute.
> */
> #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
> #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
> @@ -137,7 +139,10 @@ const char *gl_vert_attrib_name(gl_vert_attrib attrib);
> #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
> #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
>
> -#define VERT_ATTRIB_MAT(i) VERT_ATTRIB_GENERIC(i)
> +#define VERT_ATTRIB_MAT0 \
> + (VERT_ATTRIB_GENERIC_MAX - VERT_ATTRIB_MAT_MAX)
> +#define VERT_ATTRIB_MAT(i) \
> + VERT_ATTRIB_GENERIC((i) + VERT_ATTRIB_MAT0)
> #define VERT_ATTRIB_MAT_MAX MAT_ATTRIB_MAX
>
> /**
> diff --git a/src/mesa/tnl/t_context.h b/src/mesa/tnl/t_context.h
> index 48d7ced791..082110c607 100644
> --- a/src/mesa/tnl/t_context.h
> +++ b/src/mesa/tnl/t_context.h
> @@ -158,8 +158,8 @@ enum {
> #define _TNL_FIRST_GENERIC _TNL_ATTRIB_GENERIC0
> #define _TNL_LAST_GENERIC _TNL_ATTRIB_GENERIC15
>
> -#define _TNL_FIRST_MAT _TNL_ATTRIB_MAT_FRONT_AMBIENT /* GENERIC0 */
> -#define _TNL_LAST_MAT _TNL_ATTRIB_MAT_BACK_INDEXES /* GENERIC11 */
> +#define _TNL_FIRST_MAT _TNL_ATTRIB_MAT_FRONT_AMBIENT /* GENERIC4 */
> +#define _TNL_LAST_MAT _TNL_ATTRIB_MAT_BACK_INDEXES /* GENERIC15 */
>
> /* Number of available texture attributes */
> #define _TNL_NUM_TEX 8
> diff --git a/src/mesa/vbo/vbo_exec_array.c b/src/mesa/vbo/vbo_exec_array.c
> index 412b6b669c..1e4c56de9d 100644
> --- a/src/mesa/vbo/vbo_exec_array.c
> +++ b/src/mesa/vbo/vbo_exec_array.c
> @@ -335,20 +335,20 @@ recalculate_input_bindings(struct gl_context *ctx)
> }
> }
>
> - for (i = 0; i < VERT_ATTRIB_MAT_MAX; i++) {
> - inputs[VERT_ATTRIB_MAT(i)] =
> - &vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT + i];
> - const_inputs |= VERT_BIT_MAT(i);
> - }
> -
> /* Could use just about anything, just to fill in the empty
> * slots:
> */
> - for (i = VERT_ATTRIB_MAT_MAX; i < VERT_ATTRIB_GENERIC_MAX; i++) {
> + for (i = 0; i < VERT_ATTRIB_MAT0; i++) {
> inputs[VERT_ATTRIB_GENERIC(i)] =
> &vbo->currval[VBO_ATTRIB_GENERIC0 + i];
> const_inputs |= VERT_BIT_GENERIC(i);
> }
> +
> + for (i = 0; i < VERT_ATTRIB_MAT_MAX; i++) {
> + inputs[VERT_ATTRIB_MAT(i)] =
> + &vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT + i];
> + const_inputs |= VERT_BIT_MAT(i);
> + }
> break;
>
> case VP_SHADER:
> diff --git a/src/mesa/vbo/vbo_exec_draw.c b/src/mesa/vbo/vbo_exec_draw.c
> index 2b7784694f..bd82825b51 100644
> --- a/src/mesa/vbo/vbo_exec_draw.c
> +++ b/src/mesa/vbo/vbo_exec_draw.c
> @@ -187,16 +187,16 @@ vbo_exec_bind_arrays(struct gl_context *ctx)
> /* Overlay other active attributes */
> switch (get_vp_mode(exec->ctx)) {
> case VP_FF:
> + for (attr = 0; attr < VERT_ATTRIB_MAT0; attr++) {
> + assert(VERT_ATTRIB_GENERIC(attr) < ARRAY_SIZE(exec->vtx.inputs));
> + exec->vtx.inputs[VERT_ATTRIB_GENERIC(attr)] =
> + &vbo->currval[VBO_ATTRIB_GENERIC0+attr];
> + }
> for (attr = 0; attr < VERT_ATTRIB_MAT_MAX; attr++) {
> assert(VERT_ATTRIB_MAT(attr) < ARRAY_SIZE(exec->vtx.inputs));
> exec->vtx.inputs[VERT_ATTRIB_MAT(attr)] =
> &vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+attr];
> }
> - for (attr = VERT_ATTRIB_MAT_MAX; attr < VERT_ATTRIB_GENERIC_MAX; attr++) {
> - assert(VERT_ATTRIB_GENERIC(attr) < ARRAY_SIZE(exec->vtx.inputs));
> - exec->vtx.inputs[VERT_ATTRIB_GENERIC(attr)] =
> - &vbo->currval[VBO_ATTRIB_GENERIC0+attr];
> - }
> map = vbo->map_vp_none;
> break;
> case VP_SHADER:
> diff --git a/src/mesa/vbo/vbo_save_draw.c b/src/mesa/vbo/vbo_save_draw.c
> index ea149e632d..9bc360a41d 100644
> --- a/src/mesa/vbo/vbo_save_draw.c
> +++ b/src/mesa/vbo/vbo_save_draw.c
> @@ -151,14 +151,14 @@ bind_vertex_list(struct gl_context *ctx,
> /* Overlay other active attributes */
> switch (get_vp_mode(ctx)) {
> case VP_FF:
> + for (attr = 0; attr < VERT_ATTRIB_MAT0; attr++) {
> + save->inputs[VERT_ATTRIB_GENERIC(attr)] =
> + &vbo->currval[VBO_ATTRIB_GENERIC0+attr];
> + }
> for (attr = 0; attr < VERT_ATTRIB_MAT_MAX; attr++) {
> save->inputs[VERT_ATTRIB_MAT(attr)] =
> &vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+attr];
> }
> - for (attr = VERT_ATTRIB_MAT_MAX; attr < VERT_ATTRIB_GENERIC_MAX; attr++) {
> - save->inputs[VERT_ATTRIB_GENERIC(attr)] =
> - &vbo->currval[VBO_ATTRIB_GENERIC0+attr];
> - }
The above tree hunks seem pretty identical - one could throw them into a helper.
-Emil
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