renderer: change logic around patching to make tess easier to add

This just cleans the code up so adding more shader types gets easier.

Tested-by: Elie Tournier <elie.tournier@collabora.com>
Reviewed-by: Elie Tournier <elie.tournier@collabora.com>
Tested-by: Jakob Bornecrantz <jakob@collabora.com>
macos/master
Dave Airlie 7 years ago
parent 0b68941405
commit f64bfb4f61
  1. 40
      src/vrend_renderer.c

@ -870,12 +870,17 @@ static struct vrend_linked_shader_program *add_shader_program(struct vrend_conte
GLint lret; GLint lret;
int id; int id;
int last_shader; int last_shader;
bool do_patch = false;
if (!sprog) if (!sprog)
return NULL; return NULL;
/* need to rewrite VS code to add interpolation params */ /* need to rewrite VS code to add interpolation params */
if ((gs && gs->compiled_fs_id != fs->id) || if (gs && gs->compiled_fs_id != fs->id)
(!gs && vs->compiled_fs_id != fs->id)) { do_patch = true;
if (!gs && vs->compiled_fs_id != fs->id)
do_patch = true;
if (do_patch) {
bool ret; bool ret;
if (gs) if (gs)
@ -1066,19 +1071,25 @@ static struct vrend_linked_shader_program *add_shader_program(struct vrend_conte
} }
static struct vrend_linked_shader_program *lookup_shader_program(struct vrend_context *ctx, static struct vrend_linked_shader_program *lookup_shader_program(struct vrend_context *ctx,
GLuint vs_id, GLuint fs_id, GLuint gs_id, bool dual_src) GLuint vs_id,
GLuint fs_id,
GLuint gs_id,
bool dual_src)
{ {
struct vrend_linked_shader_program *ent; struct vrend_linked_shader_program *ent;
LIST_FOR_EACH_ENTRY(ent, &ctx->sub->programs, head) { LIST_FOR_EACH_ENTRY(ent, &ctx->sub->programs, head) {
if (ent->dual_src_linked != dual_src) if (ent->dual_src_linked != dual_src)
continue; continue;
if (ent->ss[PIPE_SHADER_VERTEX]->id == vs_id && ent->ss[PIPE_SHADER_FRAGMENT]->id == fs_id) {
if (!ent->ss[PIPE_SHADER_GEOMETRY] && gs_id == 0) if (ent->ss[PIPE_SHADER_VERTEX]->id != vs_id)
return ent; continue;
if (ent->ss[PIPE_SHADER_GEOMETRY] && ent->ss[PIPE_SHADER_GEOMETRY]->id == gs_id) if (ent->ss[PIPE_SHADER_FRAGMENT]->id != fs_id)
continue;
if (ent->ss[PIPE_SHADER_GEOMETRY] &&
ent->ss[PIPE_SHADER_GEOMETRY]->id != gs_id)
continue;
return ent; return ent;
} }
}
return NULL; return NULL;
} }
@ -2985,7 +2996,9 @@ void vrend_draw_vbo(struct vrend_context *ctx,
if (ctx->sub->shaders[PIPE_SHADER_GEOMETRY]) if (ctx->sub->shaders[PIPE_SHADER_GEOMETRY])
vrend_shader_select(ctx, ctx->sub->shaders[PIPE_SHADER_GEOMETRY], &gs_dirty); vrend_shader_select(ctx, ctx->sub->shaders[PIPE_SHADER_GEOMETRY], &gs_dirty);
if (!ctx->sub->shaders[PIPE_SHADER_VERTEX]->current || !ctx->sub->shaders[PIPE_SHADER_FRAGMENT]->current || (ctx->sub->shaders[PIPE_SHADER_GEOMETRY] && !ctx->sub->shaders[PIPE_SHADER_GEOMETRY]->current)) { if (!ctx->sub->shaders[PIPE_SHADER_VERTEX]->current ||
!ctx->sub->shaders[PIPE_SHADER_FRAGMENT]->current ||
(ctx->sub->shaders[PIPE_SHADER_GEOMETRY] && !ctx->sub->shaders[PIPE_SHADER_GEOMETRY]->current)) {
fprintf(stderr, "failure to compile shader variants: %s\n", ctx->debug_name); fprintf(stderr, "failure to compile shader variants: %s\n", ctx->debug_name);
return; return;
} }
@ -3000,11 +3013,16 @@ void vrend_draw_vbo(struct vrend_context *ctx,
same_prog = false; same_prog = false;
if (!same_prog) { if (!same_prog) {
prog = lookup_shader_program(ctx, ctx->sub->shaders[PIPE_SHADER_VERTEX]->current->id, ctx->sub->shaders[PIPE_SHADER_FRAGMENT]->current->id, ctx->sub->shaders[PIPE_SHADER_GEOMETRY] ? ctx->sub->shaders[PIPE_SHADER_GEOMETRY]->current->id : 0, dual_src); prog = lookup_shader_program(ctx,
ctx->sub->shaders[PIPE_SHADER_VERTEX]->current->id,
ctx->sub->shaders[PIPE_SHADER_FRAGMENT]->current->id,
ctx->sub->shaders[PIPE_SHADER_GEOMETRY] ? ctx->sub->shaders[PIPE_SHADER_GEOMETRY]->current->id : 0,
dual_src);
if (!prog) { if (!prog) {
prog = add_shader_program(ctx, prog = add_shader_program(ctx,
ctx->sub->shaders[PIPE_SHADER_VERTEX]->current, ctx->sub->shaders[PIPE_SHADER_VERTEX]->current,
ctx->sub->shaders[PIPE_SHADER_FRAGMENT]->current, ctx->sub->shaders[PIPE_SHADER_GEOMETRY] ? ctx->sub->shaders[PIPE_SHADER_GEOMETRY]->current : NULL); ctx->sub->shaders[PIPE_SHADER_FRAGMENT]->current,
ctx->sub->shaders[PIPE_SHADER_GEOMETRY] ? ctx->sub->shaders[PIPE_SHADER_GEOMETRY]->current : NULL);
if (!prog) if (!prog)
return; return;
} }

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