2010/9/14 Kristian Høgsberg <k...@bitplanet.net>: > 2010/9/14 Chia-I Wu <olva...@gmail.com>: >> 2010/9/14 Kristian Høgsberg <k...@bitplanet.net>: >>> 2010/9/13 keith whitwell <keith.whitw...@gmail.com>: >>>> Hey Kristian, >>>> >>>> The first question is whether this is necessary - from vague memory I >>>> have an idea that current attributes need not be updated by vertex >>>> buffer rendering - ie. it's optional/implementation-dependent. >>>> >>>> I assume you're concerned with the case where you have something like >>>> >>>> // ctx->Current.Color is xyz >>>> >>>> glDrawArrays(); >>>> >>>> // has ctx->Current.Color been updated?? >>>> >>>> But assuming I'm wrong about that & we really do want to make >>>> DrawArrays set the current values, the patch looks good... >>> >>> No, what I'm seeing is that the code in question sets three generic >>> vertex attributes and then calls glDrawArrays(). The value of the >>> last attribute is not propagates into the shader. >>> >>> The problem is that the vertex array code keeps the values in >>> exec->vtx.vertex, but the implementation of glDrawArrays looks in >>> ctx->Current (that's what I assume, I didn't track that down). When >>> the code hits a case where the size of an attribute is smaller that >>> what we're trying to set, it recomputes the layout of the >>> exec->vtx.vertex values and as a side effect copies the >>> exec->vtx.vertex values to ctx->Current. Since we start out with >>> attrsz == 0 for all attributes, each new attribute will trigger this >>> recomputation and thus effectively flushes all previous values to >>> ctx->Current. Which is why all but the last attribute make it to the >>> shader. >>> >>> Note that the ATTR macro is defined differently, depending on >>> FEATURE_beginend - the !FEATURE_beginend case sets the >>> FLUSH_UPDATE_CURRENT flag too. I don't know why we wouldn't also set >>> it in the FEATURE_beginend case, not using begin/end in that case is >>> still an option. >> The way glColor4f is dispatched depends on whether it is GL or ES: >> >> GL (with FEATURE_beginend): glColor4f -> neutral_Color4f -> vbo_Color4f >> ES (w/o FEATURE_beginend): glColor4f -> _es_Color4f -> vbo_Color4f >> >> In the former case, FLUSH_UPDATE_CURRENT should have been set by >> vbo_exec_BeginVertices which is called by neutral_Color4f. In the latter >> case, >> the flag must be set in vbo_Color4f. Could it be a bug some where in vtxfmt? >> >> One issue I noticed just last week is that the current scheme does not take >> into account "ES with FEATURE_beginend". This happens with --enable-gles2 >> build. Since FEATURE_beginend is enabled in such build, vbo_Color4f does not >> set FLUSH_UPDATE_CURRENT. Yet, an ES context does not use neutral_Color4f. > > And that's exactly the problem I have. Setting FLUSH_UPDATE_CURRENT > in the ATTR macro makes sure that the FLUSH_CURRENT in > vbo_exec_DrawArrays (and other array draw funcs) ends up calling > vbo_exec_copy_to_current(), which then pushes the values into > ctx->Current before the draw call. I don't see a problem with this > approach; in a begin/end, this flag is already set, so there's no > overhead, outside begin/end (ES2) it's required for correct behaviour. If this patch is to be applied, it makes sense to also stop setting FLUSH_UPDATE_CURRENT in vbo_exec_BeginVertices, and remove the !FEATURE_beginend case.
But then, does it make sense to remove exec vtxfmt in main/vtxfmt.c and the related code (a big chunk!), and define ATTR to #define ATTR(...) do { struct vbo_exec_context *exec = &vbo_context(ctx)->exec; if (!exec->ctx->Driver.NeedFlush) vbo_exec_BeginVertices(ctx); /* ... */ } >From what I can tell, and I am be wrong, exec vtxfmt and PRE_LOOPBACK are to avoid any unnecessary operation in vtxfmt functions, even as cheap as setting FLUSH_UPDATE_CURRENT repeatedly. If that cannot be avoided, there seems to be no need to have exec vtxfmt. -- o...@lunarg.com _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev