+
+ // feState.vsVertexSize seeds the PA size that is used as an interface
+ // between all the shader stages, so it has to be large enough to
+ // incorporate all interfaces between stages
+
+ // max of frontend shaders num_outputs
+ feState.vsVertexSize = ctx->vs->info.base.num_outputs;
+ if (ctx->gs) {
+ feState.vsVertexSize = std::max(feState.vsVertexSize, (uint32_t)ctx->gs->info.base.num_outputs);
+ }
+ if (ctx->tcs) {
+ feState.vsVertexSize = std::max(feState.vsVertexSize, (uint32_t)ctx->tcs->info.base.num_outputs);
+ }
+ if (ctx->tes) {
+ feState.vsVertexSize = std::max(feState.vsVertexSize, (uint32_t)ctx->tes->info.base.num_outputs);
+ }
+
+
+ if (ctx->vs->info.base.num_outputs) {
+ // gs does not adjust for position in SGV slot at input from vs
+ if (!ctx->gs && !ctx->tcs && !ctx->tes)
+ feState.vsVertexSize--;
+ }
+
+ // other (non-SGV) slots start at VERTEX_ATTRIB_START_SLOT
+ feState.vsVertexSize += VERTEX_ATTRIB_START_SLOT;
+
+ // The PA in the clipper does not handle BE vertex sizes
+ // different from FE. Increase vertexsize only for the cases that needed it
+
+ // primid needs a slot
+ if (ctx->fs->info.base.uses_primid)
+ feState.vsVertexSize++;
+ // sprite coord enable
+ if (ctx->rasterizer->sprite_coord_enable)
+ feState.vsVertexSize++;
+