From: Brian Date: Mon, 25 Feb 2008 21:46:42 +0000 (-0700) Subject: gallium: modify draw_find_vs_output() to search vertex shader outputs X-Git-Tag: 062012170305~17580^2~390^2~2491 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=d6c7f7e314ee9f034402c919d142bf6ba9844ec9;p=profile%2Fivi%2Fmesa.git gallium: modify draw_find_vs_output() to search vertex shader outputs This simplifies drivers using the draw module and removes the last dependency on vertex-shader "internals". Since the draw module is producing the post-transformed vertices, it makes sense to ask it where specific vertex attributes are located. This could also simplify some things in the state tracker code for selection, feedback, rasterpos... --- diff --git a/src/gallium/auxiliary/draw/draw_context.c b/src/gallium/auxiliary/draw/draw_context.c index c28e78d..6e5e4d6 100644 --- a/src/gallium/auxiliary/draw/draw_context.c +++ b/src/gallium/auxiliary/draw/draw_context.c @@ -244,14 +244,32 @@ draw_convert_wide_lines(struct draw_context *draw, boolean enable) /** - * The draw module may sometimes generate vertices with extra attributes - * (such as texcoords for AA lines). The driver can call this function - * to find those attributes. + * Ask the draw module for the location/slot of the given vertex attribute in + * a post-transformed vertex. + * + * With this function, drivers that use the draw module should have no reason + * to track the current vertex shader. + * + * Note that the draw module may sometimes generate vertices with extra + * attributes (such as texcoords for AA lines). The driver can call this + * function to find those attributes. + * + * Zero is returned if the attribute is not found since this is + * a don't care / undefined situtation. Returning -1 would be a bit more + * work for the drivers. */ int draw_find_vs_output(struct draw_context *draw, uint semantic_name, uint semantic_index) { + const struct pipe_shader_state *vs = &draw->vertex_shader->state; + uint i; + for (i = 0; i < vs->num_outputs; i++) { + if (vs->output_semantic_name[i] == semantic_name && + vs->output_semantic_index[i] == semantic_index) + return i; + } + /* XXX there may be more than one extra vertex attrib. * For example, simulated gl_FragCoord and gl_PointCoord. */