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authorFabian Bieler <fabianbieler@fastmail.fm>2014-03-07 10:39:39 +0100
committerMarek Olšák <marek.olsak@amd.com>2015-07-23 00:59:26 +0200
commit550a570c5325cc64a547fe4d6e1e75af2d0e9587 (patch)
treecdeff37f668029c9da4c65d9e26007e22af17838 /src/mesa/main/state.c
parent6823d713c68dfb5679a7c96d06f72c31f755d686 (diff)
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mesa: add misc tessellation shader stuff
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Diffstat (limited to 'src/mesa/main/state.c')
-rw-r--r--src/mesa/main/state.c54
1 files changed, 50 insertions, 4 deletions
diff --git a/src/mesa/main/state.c b/src/mesa/main/state.c
index bede7fe..d3b1c72 100644
--- a/src/mesa/main/state.c
+++ b/src/mesa/main/state.c
@@ -79,8 +79,8 @@ update_program_enables(struct gl_context *ctx)
/**
- * Update the ctx->Vertex/Geometry/FragmentProgram._Current pointers to point
- * to the current/active programs. Then call ctx->Driver.BindProgram() to
+ * Update the ctx->*Program._Current pointers to point to the
+ * current/active programs. Then call ctx->Driver.BindProgram() to
* tell the driver which programs to use.
*
* Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
@@ -97,6 +97,10 @@ update_program(struct gl_context *ctx)
{
const struct gl_shader_program *vsProg =
ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
+ const struct gl_shader_program *tcsProg =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
+ const struct gl_shader_program *tesProg =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
const struct gl_shader_program *gsProg =
ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
struct gl_shader_program *fsProg =
@@ -106,6 +110,8 @@ update_program(struct gl_context *ctx)
const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current;
+ const struct gl_tess_ctrl_program *prevTCP = ctx->TessCtrlProgram._Current;
+ const struct gl_tess_eval_program *prevTEP = ctx->TessEvalProgram._Current;
const struct gl_compute_program *prevCP = ctx->ComputeProgram._Current;
GLbitfield new_state = 0x0;
@@ -175,6 +181,30 @@ update_program(struct gl_context *ctx)
_mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL);
}
+ if (tesProg && tesProg->LinkStatus
+ && tesProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]) {
+ /* Use GLSL tessellation evaluation shader */
+ _mesa_reference_tesseprog(ctx, &ctx->TessEvalProgram._Current,
+ gl_tess_eval_program(
+ tesProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]->Program));
+ }
+ else {
+ /* No tessellation evaluation program */
+ _mesa_reference_tesseprog(ctx, &ctx->TessEvalProgram._Current, NULL);
+ }
+
+ if (tcsProg && tcsProg->LinkStatus
+ && tcsProg->_LinkedShaders[MESA_SHADER_TESS_CTRL]) {
+ /* Use GLSL tessellation control shader */
+ _mesa_reference_tesscprog(ctx, &ctx->TessCtrlProgram._Current,
+ gl_tess_ctrl_program(
+ tcsProg->_LinkedShaders[MESA_SHADER_TESS_CTRL]->Program));
+ }
+ else {
+ /* No tessellation control program */
+ _mesa_reference_tesscprog(ctx, &ctx->TessCtrlProgram._Current, NULL);
+ }
+
/* Examine vertex program after fragment program as
* _mesa_get_fixed_func_vertex_program() needs to know active
* fragprog inputs.
@@ -230,6 +260,22 @@ update_program(struct gl_context *ctx)
}
}
+ if (ctx->TessEvalProgram._Current != prevTEP) {
+ new_state |= _NEW_PROGRAM;
+ if (ctx->Driver.BindProgram) {
+ ctx->Driver.BindProgram(ctx, GL_TESS_EVALUATION_PROGRAM_NV,
+ (struct gl_program *) ctx->TessEvalProgram._Current);
+ }
+ }
+
+ if (ctx->TessCtrlProgram._Current != prevTCP) {
+ new_state |= _NEW_PROGRAM;
+ if (ctx->Driver.BindProgram) {
+ ctx->Driver.BindProgram(ctx, GL_TESS_CONTROL_PROGRAM_NV,
+ (struct gl_program *) ctx->TessCtrlProgram._Current);
+ }
+ }
+
if (ctx->VertexProgram._Current != prevVP) {
new_state |= _NEW_PROGRAM;
if (ctx->Driver.BindProgram) {
@@ -266,8 +312,8 @@ update_program_constants(struct gl_context *ctx)
}
}
- /* Don't handle geometry shaders here. They don't use any state
- * constants.
+ /* Don't handle tessellation and geometry shaders here. They don't use
+ * any state constants.
*/
if (ctx->VertexProgram._Current) {