Vertex program attribute arrays seem to work now. This includes fallbacks

to the conventional arrays when attribute arrays aren't enabled.
This commit is contained in:
Brian Paul 2002-04-21 20:37:04 +00:00
parent f3781eaafa
commit 12bab63f09
4 changed files with 122 additions and 53 deletions

View File

@ -1,4 +1,4 @@
/* $Id: ac_import.c,v 1.17 2002/04/21 18:49:19 brianp Exp $ */
/* $Id: ac_import.c,v 1.18 2002/04/21 20:37:04 brianp Exp $ */
/*
* Mesa 3-D graphics library
@ -183,12 +183,55 @@ static void reset_edgeflag( GLcontext *ctx )
static void reset_attrib( GLcontext *ctx, GLuint index )
{
ACcontext *ac = AC_CONTEXT(ctx);
GLboolean fallback = GL_FALSE;
/*
* The 16 NV vertex attribute arrays have top priority. If one of those
* is not enabled, look if a corresponding conventional array is enabled.
* If nothing else, use the fallback (ctx->Current.Attrib) values.
*/
if (ctx->Array._Enabled & _NEW_ARRAY_ATTRIB(index)) {
ac->Raw.Attrib[index] = ctx->Array.VertexAttrib[index];
STRIDE_ARRAY(ac->Raw.Attrib[index], ac->start);
}
else if (ctx->Array._Enabled & (1 << index)) {
/* use conventional vertex array */
switch (index) {
case VERT_ATTRIB_POS:
ac->Raw.Attrib[index] = ctx->Array.Vertex;
break;
case VERT_ATTRIB_NORMAL:
ac->Raw.Attrib[index] = ctx->Array.Normal;
break;
case VERT_ATTRIB_COLOR0:
ac->Raw.Attrib[index] = ctx->Array.Color;
break;
case VERT_ATTRIB_COLOR1:
ac->Raw.Attrib[index] = ctx->Array.SecondaryColor;
break;
case VERT_ATTRIB_FOG:
ac->Raw.Attrib[index] = ctx->Array.FogCoord;
break;
default:
if (index >= VERT_ATTRIB_TEX0 && index <= VERT_ATTRIB_TEX7) {
GLuint unit = index - VERT_ATTRIB_TEX0;
ac->Raw.Attrib[index] = ctx->Array.TexCoord[unit];
}
else {
/* missing conventional array (vertex weight, for example) */
fallback = GL_TRUE;
}
break;
}
if (!fallback)
STRIDE_ARRAY(ac->Raw.Attrib[index], ac->start);
}
else {
fallback = GL_TRUE;
}
if (fallback) {
/* fallback to ctx->Current.Attrib values */
ac->Raw.Attrib[index] = ac->Fallback.Attrib[index];
if (ctx->Current.Attrib[index][3] != 1.0)
@ -766,13 +809,18 @@ struct gl_client_array *_ac_import_attrib( GLcontext *ctx,
/* Can we keep the existing version?
*/
if (ac->NewArrayState & _NEW_ARRAY_ATTRIB(index))
if (ac->NewArrayState & _NEW_ARRAY_ATTRIB(index)) {
reset_attrib( ctx, index );
}
else if (ac->NewArrayState & (1 << index)) {
/* Also need to check conventional attributes */
reset_attrib( ctx, index );
}
/* Is the request impossible?
*/
if (reqsize != 0 && ac->Raw.Attrib[index].Size > (GLint) reqsize)
return 0;
return NULL;
/* Do we need to pull in a copy of the client data:
*/

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@ -1,4 +1,4 @@
/* $Id: mtypes.h,v 1.72 2002/04/21 18:49:18 brianp Exp $ */
/* $Id: mtypes.h,v 1.73 2002/04/21 20:37:04 brianp Exp $ */
/*
* Mesa 3-D graphics library
@ -1537,8 +1537,8 @@ struct matrix_stack
#define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
#define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
#define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
#define _NEW_ARRAY_ALL 0xffff
#define _NEW_ARRAY_ATTRIB_0 0x10000 /* start at bit 16 */
#define _NEW_ARRAY_ALL 0xffffffff
#define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))

View File

@ -1,4 +1,4 @@
/* $Id: t_array_import.c,v 1.23 2002/04/19 00:45:50 brianp Exp $ */
/* $Id: t_array_import.c,v 1.24 2002/04/21 20:37:04 brianp Exp $ */
/*
* Mesa 3-D graphics library
@ -177,7 +177,7 @@ static void _tnl_import_index( GLcontext *ctx,
static void _tnl_import_texcoord( GLcontext *ctx,
GLuint i,
GLuint unit,
GLboolean writeable,
GLboolean stride )
{
@ -185,21 +185,21 @@ static void _tnl_import_texcoord( GLcontext *ctx,
struct gl_client_array *tmp;
GLboolean is_writeable = 0;
tmp = _ac_import_texcoord(ctx, i, GL_FLOAT,
stride ? 4*sizeof(GLfloat) : 0,
tmp = _ac_import_texcoord(ctx, unit, GL_FLOAT,
stride ? 4 * sizeof(GLfloat) : 0,
0,
writeable,
&is_writeable);
inputs->TexCoord[i].data = (GLfloat (*)[4]) tmp->Ptr;
inputs->TexCoord[i].start = (GLfloat *) tmp->Ptr;
inputs->TexCoord[i].stride = tmp->StrideB;
inputs->TexCoord[i].size = tmp->Size;
inputs->TexCoord[i].flags &= ~(VEC_BAD_STRIDE|VEC_NOT_WRITEABLE);
if (inputs->TexCoord[i].stride != 4*sizeof(GLfloat))
inputs->TexCoord[i].flags |= VEC_BAD_STRIDE;
inputs->TexCoord[unit].data = (GLfloat (*)[4]) tmp->Ptr;
inputs->TexCoord[unit].start = (GLfloat *) tmp->Ptr;
inputs->TexCoord[unit].stride = tmp->StrideB;
inputs->TexCoord[unit].size = tmp->Size;
inputs->TexCoord[unit].flags &= ~(VEC_BAD_STRIDE|VEC_NOT_WRITEABLE);
if (inputs->TexCoord[unit].stride != 4*sizeof(GLfloat))
inputs->TexCoord[unit].flags |= VEC_BAD_STRIDE;
if (!is_writeable)
inputs->TexCoord[i].flags |= VEC_NOT_WRITEABLE;
inputs->TexCoord[unit].flags |= VEC_NOT_WRITEABLE;
}
@ -228,6 +228,34 @@ static void _tnl_import_edgeflag( GLcontext *ctx,
static void _tnl_import_attrib( GLcontext *ctx,
GLuint index,
GLboolean writeable,
GLboolean stride )
{
struct vertex_arrays *inputs = &TNL_CONTEXT(ctx)->array_inputs;
struct gl_client_array *tmp;
GLboolean is_writeable = 0;
tmp = _ac_import_attrib(ctx, index, GL_FLOAT,
stride ? 4 * sizeof(GLfloat) : 0,
4, /* want GLfloat[4] */
writeable,
&is_writeable);
inputs->Attribs[index].data = (GLfloat (*)[4]) tmp->Ptr;
inputs->Attribs[index].start = (GLfloat *) tmp->Ptr;
inputs->Attribs[index].stride = tmp->StrideB;
inputs->Attribs[index].size = tmp->Size;
inputs->Attribs[index].flags &= ~(VEC_BAD_STRIDE|VEC_NOT_WRITEABLE);
if (inputs->Attribs[index].stride != 4 * sizeof(GLfloat))
inputs->Attribs[index].flags |= VEC_BAD_STRIDE;
if (!is_writeable)
inputs->Attribs[index].flags |= VEC_NOT_WRITEABLE;
}
/**
* Callback for VB stages that need to improve the quality of arrays
* bound to the VB. This is only necessary for client arrays which
@ -300,6 +328,7 @@ static void _tnl_upgrade_client_data( GLcontext *ctx,
VB->importable_data &= ~VERT_BIT_TEX(i);
}
/* XXX not sure what to do here for vertex program arrays */
}
@ -310,7 +339,6 @@ void _tnl_vb_bind_arrays( GLcontext *ctx, GLint start, GLsizei count )
struct vertex_buffer *VB = &tnl->vb;
GLuint inputs = tnl->pipeline.inputs;
struct vertex_arrays *tmp = &tnl->array_inputs;
GLuint i;
/* fprintf(stderr, "%s %d..%d // %d..%d\n", __FUNCTION__, */
/* start, count, ctx->Array.LockFirst, ctx->Array.LockCount); */
@ -355,11 +383,12 @@ void _tnl_vb_bind_arrays( GLcontext *ctx, GLint start, GLsizei count )
}
if (inputs & VERT_BITS_TEX_ANY) {
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
if (inputs & VERT_BIT_TEX(i)) {
_tnl_import_texcoord( ctx, i, 0, 0 );
tmp->TexCoord[i].count = VB->Count;
VB->TexCoordPtr[i] = &tmp->TexCoord[i];
GLuint unit;
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
if (inputs & VERT_BIT_TEX(unit)) {
_tnl_import_texcoord( ctx, unit, GL_FALSE, GL_FALSE );
tmp->TexCoord[unit].count = VB->Count;
VB->TexCoordPtr[unit] = &tmp->TexCoord[unit];
}
}
}
@ -391,20 +420,13 @@ void _tnl_vb_bind_arrays( GLcontext *ctx, GLint start, GLsizei count )
}
}
/* XXX not 100% sure this is finished. Keith should probably inspect. */
if (ctx->VertexProgram.Enabled) {
/* XXX lots of work to do here */
VB->AttribPtr[VERT_ATTRIB_POS] = VB->ObjPtr;
/*
printf("bind vp arrays!\n");
printf(" data = %p\n", VB->ObjPtr->data);
printf(" stride = %d\n", VB->ObjPtr->stride);
printf(" size = %d\n", VB->ObjPtr->size);
*/
VB->AttribPtr[VERT_ATTRIB_NORMAL] = VB->NormalPtr;
GLuint index;
for (index = 0; index < VERT_ATTRIB_MAX; index++) {
/* XXX check program->InputsRead to reduce work here */
_tnl_import_attrib( ctx, index, GL_FALSE, GL_TRUE );
VB->AttribPtr[index] = &tmp->Attribs[index];
}
}
}

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@ -1,4 +1,4 @@
/* $Id: t_vb_program.c,v 1.11 2002/04/04 18:25:40 kschultz Exp $ */
/* $Id: t_vb_program.c,v 1.12 2002/04/21 20:37:04 brianp Exp $ */
/*
* Mesa 3-D graphics library
@ -182,10 +182,6 @@ static GLboolean run_vp( GLcontext *ctx, struct gl_pipeline_stage *stage )
VB->AttribPtr[2]->data[i][3]);
#endif
/* XXXX
* We have to deal with stride!=16 bytes, size!=4, etc in these loops!!!
*/
/* load the input attribute registers */
if (VB->Flag) {
/* the traditional glBegin/glVertex/glEnd case */
@ -199,13 +195,14 @@ static GLboolean run_vp( GLcontext *ctx, struct gl_pipeline_stage *stage )
else {
/* the vertex array case */
for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
const GLubyte *ptr = (const GLubyte *) VB->AttribPtr[attr]->data;
const GLint stride = VB->AttribPtr[attr]->stride;
const GLfloat *data = (GLfloat *) (ptr + stride * i);
const GLint size = VB->AttribPtr[attr]->size;
COPY_4V(machine->Registers[VP_INPUT_REG_START + attr], data);
if (size == 3)
machine->Registers[VP_INPUT_REG_START + attr][3] = 1.0;
if (program->InputsRead & (1 << attr)) {
const GLubyte *ptr = (const GLubyte*) VB->AttribPtr[attr]->data;
const GLuint stride = VB->AttribPtr[attr]->stride;
const GLfloat *data = (GLfloat *) (ptr + stride * i);
COPY_4V(machine->Registers[VP_INPUT_REG_START + attr], data);
/*ASSERT(VB->AttribPtr[attr]->size == 4);*/
ASSERT(stride == 4 * sizeof(GLfloat) || stride == 0);
}
}
}
@ -406,10 +403,12 @@ static void check_vp( GLcontext *ctx, struct gl_pipeline_stage *stage )
stage->active = ctx->VertexProgram.Enabled;
if (stage->active) {
/* XXX what do we need here??? */
/*
GLbitfield vpInput = ctx->VertexProgram.Current->InputsRead;
*/
/* XXX what do we need here???
*
* I think that:
* stage->inputs = ctx->VertexProgram.Current->InputsRead;
* would be correct, and something similar for the outputs.
*/
#if 000
if (stage->privatePtr)