+void *si_get_blit_vs(struct si_context *sctx, enum blitter_attrib_type type,
+ unsigned num_layers)
+{
+ struct pipe_context *pipe = &sctx->b.b;
+ unsigned vs_blit_property;
+ void **vs;
+
+ switch (type) {
+ case UTIL_BLITTER_ATTRIB_NONE:
+ vs = num_layers > 1 ? &sctx->vs_blit_pos_layered :
+ &sctx->vs_blit_pos;
+ vs_blit_property = SI_VS_BLIT_SGPRS_POS;
+ break;
+ case UTIL_BLITTER_ATTRIB_COLOR:
+ vs = num_layers > 1 ? &sctx->vs_blit_color_layered :
+ &sctx->vs_blit_color;
+ vs_blit_property = SI_VS_BLIT_SGPRS_POS_COLOR;
+ break;
+ case UTIL_BLITTER_ATTRIB_TEXCOORD_XY:
+ case UTIL_BLITTER_ATTRIB_TEXCOORD_XYZW:
+ assert(num_layers == 1);
+ vs = &sctx->vs_blit_texcoord;
+ vs_blit_property = SI_VS_BLIT_SGPRS_POS_TEXCOORD;
+ break;
+ default:
+ assert(0);
+ return NULL;
+ }
+ if (*vs)
+ return *vs;
+
+ struct ureg_program *ureg = ureg_create(PIPE_SHADER_VERTEX);
+ if (!ureg)
+ return NULL;
+
+ /* Tell the shader to load VS inputs from SGPRs: */
+ ureg_property(ureg, TGSI_PROPERTY_VS_BLIT_SGPRS, vs_blit_property);
+ ureg_property(ureg, TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION, true);
+
+ /* This is just a pass-through shader with 1-3 MOV instructions. */
+ ureg_MOV(ureg,
+ ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0),
+ ureg_DECL_vs_input(ureg, 0));
+
+ if (type != UTIL_BLITTER_ATTRIB_NONE) {
+ ureg_MOV(ureg,
+ ureg_DECL_output(ureg, TGSI_SEMANTIC_GENERIC, 0),
+ ureg_DECL_vs_input(ureg, 1));
+ }
+
+ if (num_layers > 1) {
+ struct ureg_src instance_id =
+ ureg_DECL_system_value(ureg, TGSI_SEMANTIC_INSTANCEID, 0);
+ struct ureg_dst layer =
+ ureg_DECL_output(ureg, TGSI_SEMANTIC_LAYER, 0);
+
+ ureg_MOV(ureg, ureg_writemask(layer, TGSI_WRITEMASK_X),
+ ureg_scalar(instance_id, TGSI_SWIZZLE_X));
+ }
+ ureg_END(ureg);
+
+ *vs = ureg_create_shader_and_destroy(ureg, pipe);
+ return *vs;
+}
+