#include "brw_state.h"
#include "brw_ff_gs.h"
-
-static bool
-do_gs_prog(struct brw_context *brw,
- struct gl_shader_program *prog,
- struct brw_geometry_program *gp,
- struct brw_gs_prog_key *key)
+bool
+brw_compile_gs_prog(struct brw_context *brw,
+ struct gl_shader_program *prog,
+ struct brw_geometry_program *gp,
+ struct brw_gs_prog_key *key,
+ struct brw_gs_compile_output *output)
{
- struct brw_stage_state *stage_state = &brw->gs.base;
struct brw_gs_compile c;
memset(&c, 0, sizeof(c));
c.key = *key;
c.gp = gp;
+ /* We get the bind map as input in the output struct...*/
+ c.prog_data.base.base.map_entries = output->prog_data.base.base.map_entries;
+ memcpy(c.prog_data.base.base.bind_map, output->prog_data.base.base.bind_map,
+ sizeof(c.prog_data.base.base.bind_map));
+
c.prog_data.include_primitive_id =
(gp->program.Base.InputsRead & VARYING_BIT_PRIMITIVE_ID) != 0;
outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
}
- brw_compute_vue_map(brw, &c.prog_data.base.vue_map, outputs_written);
+ brw_compute_vue_map(brw->intelScreen->devinfo,
+ &c.prog_data.base.vue_map, outputs_written);
/* Compute the output vertex size.
*
c.prog_data.output_topology =
get_hw_prim_for_gl_prim(gp->program.OutputType);
- brw_compute_vue_map(brw, &c.input_vue_map, c.key.input_varyings);
+ brw_compute_vue_map(brw->intelScreen->devinfo,
+ &c.input_vue_map, c.key.input_varyings);
/* GS inputs are read from the VUE 256 bits (2 vec4's) at a time, so we
* need to program a URB read length of ceiling(num_slots / 2).
c.prog_data.base.base.total_scratch
= brw_get_scratch_size(c.base.last_scratch*REG_SIZE);
+ }
+ output->mem_ctx = mem_ctx;
+ output->program = program;
+ output->program_size = program_size;
+ memcpy(&output->prog_data, &c.prog_data,
+ sizeof(output->prog_data));
+
+ return true;
+}
+
+bool
+brw_codegen_gs_prog(struct brw_context *brw,
+ struct gl_shader_program *prog,
+ struct brw_geometry_program *gp,
+ struct brw_gs_prog_key *key)
+{
+ struct brw_gs_compile_output output;
+ struct brw_stage_state *stage_state = &brw->gs.base;
+
+ if (brw_compile_gs_prog(brw, prog, gp, key, &output))
+ return false;
+
+ if (output.prog_data.base.base.total_scratch) {
brw_get_scratch_bo(brw, &stage_state->scratch_bo,
- c.prog_data.base.base.total_scratch *
+ output.prog_data.base.base.total_scratch *
brw->max_gs_threads);
}
brw_upload_cache(&brw->cache, BRW_CACHE_GS_PROG,
- &c.key, sizeof(c.key),
- program, program_size,
- &c.prog_data, sizeof(c.prog_data),
+ key, sizeof(*key),
+ output.program, output.program_size,
+ &output.prog_data, sizeof(output.prog_data),
&stage_state->prog_offset, &brw->gs.prog_data);
- ralloc_free(mem_ctx);
+ ralloc_free(output.mem_ctx);
return true;
}
+static bool
+brw_gs_state_dirty(struct brw_context *brw)
+{
+ return brw_state_dirty(brw,
+ _NEW_TEXTURE,
+ BRW_NEW_GEOMETRY_PROGRAM |
+ BRW_NEW_TRANSFORM_FEEDBACK |
+ BRW_NEW_VUE_MAP_VS);
+}
+
+static void
+brw_gs_populate_key(struct brw_context *brw,
+ struct brw_gs_prog_key *key)
+{
+ struct gl_context *ctx = &brw->ctx;
+ struct brw_stage_state *stage_state = &brw->gs.base;
+ struct brw_geometry_program *gp =
+ (struct brw_geometry_program *) brw->geometry_program;
+ struct gl_program *prog = &gp->program.Base;
+
+ memset(key, 0, sizeof(*key));
+
+ key->base.program_string_id = gp->id;
+ brw_setup_vue_key_clip_info(brw, &key->base,
+ gp->program.Base.UsesClipDistanceOut);
+
+ /* _NEW_TEXTURE */
+ brw_populate_sampler_prog_key_data(ctx, prog, stage_state->sampler_count,
+ &key->base.tex);
+
+ /* BRW_NEW_VUE_MAP_VS */
+ key->input_varyings = brw->vue_map_vs.slots_valid;
+}
+
void
brw_upload_gs_prog(struct brw_context *brw)
{
struct gl_context *ctx = &brw->ctx;
+ struct gl_shader_program **current = ctx->_Shader->CurrentProgram;
struct brw_stage_state *stage_state = &brw->gs.base;
struct brw_gs_prog_key key;
/* BRW_NEW_GEOMETRY_PROGRAM */
struct brw_geometry_program *gp =
(struct brw_geometry_program *) brw->geometry_program;
- if (!brw_state_dirty(brw,
- _NEW_TEXTURE,
- BRW_NEW_GEOMETRY_PROGRAM |
- BRW_NEW_TRANSFORM_FEEDBACK |
- BRW_NEW_VUE_MAP_VS))
+ if (!brw_gs_state_dirty(brw))
return;
if (gp == NULL) {
return;
}
- struct gl_program *prog = &gp->program.Base;
-
- memset(&key, 0, sizeof(key));
-
- key.base.program_string_id = gp->id;
- brw_setup_vue_key_clip_info(brw, &key.base,
- gp->program.Base.UsesClipDistanceOut);
-
- /* _NEW_TEXTURE */
- brw_populate_sampler_prog_key_data(ctx, prog, stage_state->sampler_count,
- &key.base.tex);
-
- /* BRW_NEW_VUE_MAP_VS */
- key.input_varyings = brw->vue_map_vs.slots_valid;
+ brw_gs_populate_key(brw, &key);
if (!brw_search_cache(&brw->cache, BRW_CACHE_GS_PROG,
&key, sizeof(key),
&stage_state->prog_offset, &brw->gs.prog_data)) {
- bool success =
- do_gs_prog(brw, ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY], gp,
- &key);
+ bool success = brw_codegen_gs_prog(brw, current[MESA_SHADER_GEOMETRY],
+ gp, &key);
assert(success);
(void)success;
}
*/
key.input_varyings = gp->Base.InputsRead;
- success = do_gs_prog(brw, shader_prog, bgp, &key);
+ success = brw_codegen_gs_prog(brw, shader_prog, bgp, &key);
brw->gs.base.prog_offset = old_prog_offset;
brw->gs.prog_data = old_prog_data;