[Mesa-dev] [PATCH 3/8] mesa: Put materials at the end of the generic block.

Brian Paul brianp at vmware.com
Wed Jan 31 16:54:57 UTC 2018


On 01/31/2018 12:55 AM, 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.
> 
> 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..47a017eebc 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_MAT_OFFSET      \
> +   (VERT_ATTRIB_GENERIC_MAX - VERT_ATTRIB_MAT_MAX)

Instead of VERT_ATTRIB_MAT_OFFSET, maybe VERT_ATTRIB_MAT0?  This value 
is the position of the first material attribute so MAT0 seems more 
direct and mirrors VERT_ATTRIB_GENERIC0.


> +#define VERT_ATTRIB_MAT(i)          \
> +   VERT_ATTRIB_GENERIC((i) + VERT_ATTRIB_MAT_OFFSET)
>   #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..28f64e1422 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_MAT_OFFSET; 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..b077fbeb6d 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_MAT_OFFSET; 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..940739cd29 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_MAT_OFFSET; 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];
> -      }
>         map = vbo->map_vp_none;
>         break;
>      case VP_SHADER:
> 



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