shader: disable coord_replace for non-POINT primitives

If GL_POINT_SPRITE mode is enabled and a texture has
GL_COORD_REPLACE enabled, the texture will apply coord_replace
to all primitive types, instead of only GL_POINTS as expected.

This change checks the prim_mode for every draw call and selects
the appropriate shader variant to enable coord_replace only when
rendering GL_POINTS primitives.

Closes: https://gitlab.freedesktop.org/virgl/virglrenderer/-/issues/188

Signed-off-by: Ryan Neph <ryanneph@google.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
macos/master
Ryan Neph 4 years ago
parent 9040965354
commit 612e2d7c57
  1. 32
      src/vrend_renderer.c
  2. 1
      src/vrend_shader.h

@ -653,6 +653,8 @@ struct vrend_sub_context {
struct vrend_context_tweaks tweaks;
uint8_t swizzle_output_rgb_to_bgr;
int fake_occlusion_query_samples_passed_multiplier;
int prim_mode;
};
struct vrend_context {
@ -3194,7 +3196,6 @@ static inline void vrend_fill_shader_key(struct vrend_context *ctx,
}
key->invert_fs_origin = !ctx->sub->inverted_fbo_content;
key->coord_replace = ctx->sub->rs_state.point_quad_rasterization ? ctx->sub->rs_state.sprite_coord_enable : 0;
if (type == PIPE_SHADER_FRAGMENT)
key->fs_swizzle_output_rgb_to_bgr = ctx->sub->swizzle_output_rgb_to_bgr;
@ -3256,6 +3257,25 @@ static inline void vrend_fill_shader_key(struct vrend_context *ctx,
key->force_invariant_inputs = ctx->sub->shaders[prev_type]->sinfo.invariant_outputs;
}
// Only use coord_replace if frag shader receives GL_POINTS
if (type == PIPE_SHADER_FRAGMENT) {
int fs_prim_mode = ctx->sub->prim_mode; // inherit draw-call's mode
switch (prev_type) {
case PIPE_SHADER_TESS_EVAL:
if (ctx->sub->shaders[PIPE_SHADER_TESS_EVAL]->sinfo.tes_point_mode)
fs_prim_mode = PIPE_PRIM_POINTS;
break;
case PIPE_SHADER_GEOMETRY:
fs_prim_mode = ctx->sub->shaders[PIPE_SHADER_GEOMETRY]->sinfo.gs_out_prim;
break;
}
key->fs_prim_is_points = (fs_prim_mode == PIPE_PRIM_POINTS);
key->coord_replace = ctx->sub->rs_state.point_quad_rasterization
&& key->fs_prim_is_points
? ctx->sub->rs_state.sprite_coord_enable
: 0x0;
}
int next_type = -1;
switch (type) {
case PIPE_SHADER_VERTEX:
@ -4402,6 +4422,16 @@ int vrend_draw_vbo(struct vrend_context *ctx,
if (ctx->sub->blend_state_dirty)
vrend_patch_blend_state(ctx);
// enable primitive-mode-dependent shader variants
if (ctx->sub->prim_mode != (int)info->mode) {
// Only refresh shader program when switching in/out of GL_POINTS primitive mode
if (ctx->sub->prim_mode == PIPE_PRIM_POINTS
|| (int)info->mode == PIPE_PRIM_POINTS)
ctx->sub->shader_dirty = true;
ctx->sub->prim_mode = (int)info->mode;
}
if (ctx->sub->shader_dirty || ctx->sub->swizzle_output_rgb_to_bgr) {
struct vrend_linked_shader_program *prog;
bool fs_dirty, vs_dirty, gs_dirty, tcs_dirty, tes_dirty;

@ -118,6 +118,7 @@ struct vrend_shader_info {
};
struct vrend_shader_key {
bool fs_prim_is_points;
uint32_t coord_replace;
bool invert_fs_origin;
bool pstipple_tex;

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