- /* Begin the compilation:
- */
- brw_init_codegen(&brw->screen->devinfo, &c.func, mem_ctx);
-
- c.key = *key;
- c.vue_map = brw->vue_map_geom_out;
- if (c.key.do_point_coord) {
- /*
- * gl_PointCoord is a FS instead of VS builtin variable, thus it's
- * not included in c.vue_map generated in VS stage. Here we add
- * it manually to let SF shader generate the needed interpolation
- * coefficient for FS shader.
- */
- c.vue_map.varying_to_slot[BRW_VARYING_SLOT_PNTC] = c.vue_map.num_slots;
- c.vue_map.slot_to_varying[c.vue_map.num_slots++] = BRW_VARYING_SLOT_PNTC;
- }
- c.urb_entry_read_offset = BRW_SF_URB_ENTRY_READ_OFFSET;
- c.nr_attr_regs = (c.vue_map.num_slots + 1)/2 - c.urb_entry_read_offset;
- c.nr_setup_regs = c.nr_attr_regs;
-
- c.prog_data.urb_read_length = c.nr_attr_regs;
- c.prog_data.urb_entry_size = c.nr_setup_regs * 2;
-
- /* Which primitive? Or all three?
- */
- switch (key->primitive) {
- case SF_TRIANGLES:
- c.nr_verts = 3;
- brw_emit_tri_setup( &c, true );
- break;
- case SF_LINES:
- c.nr_verts = 2;
- brw_emit_line_setup( &c, true );
- break;
- case SF_POINTS:
- c.nr_verts = 1;
- if (key->do_point_sprite)
- brw_emit_point_sprite_setup( &c, true );
- else
- brw_emit_point_setup( &c, true );
- break;
- case SF_UNFILLED_TRIS:
- c.nr_verts = 3;
- brw_emit_anyprim_setup( &c );
- break;
- default:
- unreachable("not reached");
- }