* I bet someone just thought that would be a cute pun. At least,
* that's how I'd do it. */
- state->bo = panfrost_bo_create(screen, size, PAN_BO_EXECUTE);
- memcpy(state->bo->cpu, dst, size);
- meta->shader = state->bo->gpu | program.first_tag;
+ if (size) {
+ state->bo = panfrost_bo_create(screen, size, PAN_BO_EXECUTE);
+ memcpy(state->bo->cpu, dst, size);
+ meta->shader = state->bo->gpu | program.first_tag;
+ } else {
+ /* no shader */
+ meta->shader = 0x0;
+ }
util_dynarray_fini(&program.compiled);
meta->midgard1.uniform_count = MIN2(program.uniform_count, program.uniform_cutoff);
meta->midgard1.work_count = program.work_register_count;
+ bool vertex_id = s->info.system_values_read & (1 << SYSTEM_VALUE_VERTEX_ID);
+ bool instance_id = s->info.system_values_read & (1 << SYSTEM_VALUE_INSTANCE_ID);
+
switch (stage) {
case MESA_SHADER_VERTEX:
meta->attribute_count = util_bitcount64(s->info.inputs_read);
meta->varying_count = util_bitcount64(s->info.outputs_written);
+
+ if (vertex_id)
+ meta->attribute_count = MAX2(meta->attribute_count, PAN_VERTEX_ID + 1);
+
+ if (instance_id)
+ meta->attribute_count = MAX2(meta->attribute_count, PAN_INSTANCE_ID + 1);
+
break;
case MESA_SHADER_FRAGMENT:
meta->attribute_count = 0;
meta->varying_count = util_bitcount64(s->info.inputs_read);
+ if (s->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
+ state->writes_depth = true;
+ if (s->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_STENCIL))
+ state->writes_stencil = true;
break;
case MESA_SHADER_COMPUTE:
/* TODO: images */
/* Separate as primary uniform count is truncated */
state->uniform_count = program.uniform_count;
- meta->midgard1.unknown2 = 8; /* XXX */
+ meta->midgard1.flags_hi = 8; /* XXX */
unsigned default_vec1_swizzle = panfrost_get_default_swizzle(1);
unsigned default_vec2_swizzle = panfrost_get_default_swizzle(2);
/* Default to a vec4 varying */
struct mali_attr_meta v = {
- .format = MALI_RGBA32F,
+ .format = program.varying_type[i],
.swizzle = default_vec4_swizzle,
.unknown1 = 0x2,
};