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authorMathias Fröhlich <mathias.froehlich@web.de>2018-01-27 16:07:22 +0100
committerMathias Fröhlich <Mathias.Froehlich@gmx.net>2018-02-01 22:39:07 +0100
commit44b1454b968deb5ee0a5ecaf8cd06ed6bf11989a (patch)
treed1a6aa31b71cad2138b28e71c5323ae2dc02f8a3
parent3d4fb879ddbce1c5da7199ae74bc2e7ae98d1b70 (diff)
vbo: Simplify input array distribution for array type draws.
Using the newly introduced VAO state variable, we can simplify recalculate_input_bindings. Signed-off-by: Mathias Fröhlich <Mathias.Froehlich@web.de> Reviewed-by: Brian Paul <brianp@vmware.com>
-rw-r--r--src/mesa/vbo/vbo_exec_array.c110
1 files changed, 27 insertions, 83 deletions
diff --git a/src/mesa/vbo/vbo_exec_array.c b/src/mesa/vbo/vbo_exec_array.c
index ee4b7b56b6..42759d5897 100644
--- a/src/mesa/vbo/vbo_exec_array.c
+++ b/src/mesa/vbo/vbo_exec_array.c
@@ -313,43 +313,25 @@ recalculate_input_bindings(struct gl_context *ctx)
{
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_exec_context *exec = &vbo->exec;
- const struct gl_array_attributes *array = ctx->Array.VAO->VertexAttrib;
- struct gl_vertex_array *vertexAttrib = ctx->Array.VAO->_VertexAttrib;
+ const struct gl_vertex_array_object *vao = ctx->Array.VAO;
+ const struct gl_vertex_array *vertexAttrib = vao->_VertexAttrib;
const struct gl_vertex_array **inputs = &exec->array.inputs[0];
- GLbitfield const_inputs = 0x0;
- GLuint i;
+
+ /* May shuffle the position and generic0 bits around */
+ GLbitfield vp_inputs = _mesa_get_vao_vp_inputs(vao);
const enum vp_mode program_mode = get_vp_mode(ctx);
+ const GLubyte *const map = _vbo_attribute_alias_map[program_mode];
switch (program_mode) {
case VP_FF:
/* When no vertex program is active (or the vertex program is generated
* from fixed-function state). We put the material values into the
- * generic slots. This is the only situation where material values
- * are available as per-vertex attributes.
+ * generic slots. Since the vao has no material arrays, mute these
+ * slots from the enabled arrays so that the current material values
+ * are pulled instead of the vao arrays.
*/
- for (i = 0; i < VERT_ATTRIB_FF_MAX; i++) {
- if (array[VERT_ATTRIB_FF(i)].Enabled)
- inputs[i] = &vertexAttrib[VERT_ATTRIB_FF(i)];
- else {
- inputs[i] = &vbo->currval[VBO_ATTRIB_POS + i];
- const_inputs |= VERT_BIT_FF(i);
- }
- }
-
- /* Could use just about anything, just to fill in the empty
- * slots:
- */
- 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);
- }
+ vp_inputs &= VERT_BIT_FF_ALL;
- 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:
@@ -368,68 +350,30 @@ recalculate_input_bindings(struct gl_context *ctx)
* In all other APIs, only the generic attributes exist, and none of the
* slots are considered "magic."
*/
- if (ctx->API == API_OPENGL_COMPAT) {
- if (array[VERT_ATTRIB_GENERIC0].Enabled)
- inputs[VERT_ATTRIB_POS] = &vertexAttrib[VERT_ATTRIB_GENERIC0];
- else if (array[VERT_ATTRIB_POS].Enabled)
- inputs[VERT_ATTRIB_POS] = &vertexAttrib[VERT_ATTRIB_POS];
- else {
- inputs[VERT_ATTRIB_POS] = &vbo->currval[VBO_ATTRIB_GENERIC0];
- const_inputs |= VERT_BIT_POS;
- }
-
- for (i = 1; i < VERT_ATTRIB_FF_MAX; i++) {
- if (array[VERT_ATTRIB_FF(i)].Enabled)
- inputs[i] = &vertexAttrib[VERT_ATTRIB_FF(i)];
- else {
- inputs[i] = &vbo->currval[VBO_ATTRIB_POS + i];
- const_inputs |= VERT_BIT_FF(i);
- }
- }
-
- for (i = 1; i < VERT_ATTRIB_GENERIC_MAX; i++) {
- if (array[VERT_ATTRIB_GENERIC(i)].Enabled)
- inputs[VERT_ATTRIB_GENERIC(i)] =
- &vertexAttrib[VERT_ATTRIB_GENERIC(i)];
- else {
- inputs[VERT_ATTRIB_GENERIC(i)] =
- &vbo->currval[VBO_ATTRIB_GENERIC0 + i];
- const_inputs |= VERT_BIT_GENERIC(i);
- }
- }
-
- inputs[VERT_ATTRIB_GENERIC0] = inputs[0];
- } else {
- /* Other parts of the code assume that inputs[0] through
- * inputs[VERT_ATTRIB_FF_MAX] will be non-NULL. However, in OpenGL
- * ES 2.0+ or OpenGL core profile, none of these arrays should ever
- * be enabled.
- */
- for (i = 0; i < VERT_ATTRIB_FF_MAX; i++) {
- assert(!array[VERT_ATTRIB_FF(i)].Enabled);
-
- inputs[i] = &vbo->currval[VBO_ATTRIB_POS + i];
- const_inputs |= VERT_BIT_FF(i);
- }
- for (i = 0; i < VERT_ATTRIB_GENERIC_MAX; i++) {
- if (array[VERT_ATTRIB_GENERIC(i)].Enabled)
- inputs[VERT_ATTRIB_GENERIC(i)] =
- &vertexAttrib[VERT_ATTRIB_GENERIC(i)];
- else {
- inputs[VERT_ATTRIB_GENERIC(i)] =
- &vbo->currval[VBO_ATTRIB_GENERIC0 + i];
- const_inputs |= VERT_BIT_GENERIC(i);
- }
- }
- }
+ /* Other parts of the code assume that inputs[VERT_ATTRIB_POS] through
+ * inputs[VERT_ATTRIB_FF_MAX] will be non-NULL. However, in OpenGL
+ * ES 2.0+ or OpenGL core profile, none of these arrays should ever
+ * be enabled.
+ */
+ if (ctx->API != API_OPENGL_COMPAT)
+ vp_inputs &= VERT_BIT_GENERIC_ALL;
break;
default:
assert(0);
}
- _mesa_set_varying_vp_inputs(ctx, VERT_BIT_ALL & (~const_inputs));
+ const gl_attribute_map_mode mode = vao->_AttributeMapMode;
+ const GLubyte *const vao_map = _mesa_vao_attribute_map[mode];
+ for (unsigned vp_attrib = 0; vp_attrib < VERT_ATTRIB_MAX; ++vp_attrib) {
+ if (unlikely(vp_inputs & VERT_BIT(vp_attrib)))
+ inputs[vp_attrib] = &vertexAttrib[vao_map[vp_attrib]];
+ else
+ inputs[vp_attrib] = &vbo->currval[map[vp_attrib]];
+ }
+
+ _mesa_set_varying_vp_inputs(ctx, vp_inputs);
ctx->NewDriverState |= ctx->DriverFlags.NewArray;
}