}
static void
-assign_gs_binding_table_offsets(const struct brw_device_info *devinfo,
+assign_gs_binding_table_offsets(const struct gen_device_info *devinfo,
const struct gl_shader_program *shader_prog,
const struct gl_program *prog,
struct brw_gs_prog_data *prog_data)
struct brw_geometry_program *gp,
struct brw_gs_prog_key *key)
{
- struct brw_compiler *compiler = brw->intelScreen->compiler;
- struct gl_shader *shader = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
+ struct brw_compiler *compiler = brw->screen->compiler;
+ const struct gen_device_info *devinfo = &brw->screen->devinfo;
struct brw_stage_state *stage_state = &brw->gs.base;
struct brw_gs_prog_data prog_data;
bool start_busy = false;
memset(&prog_data, 0, sizeof(prog_data));
- assign_gs_binding_table_offsets(brw->intelScreen->devinfo, prog,
- &gp->program.Base, &prog_data);
+ assign_gs_binding_table_offsets(devinfo, prog, &gp->program, &prog_data);
/* Allocate the references to the uniforms that will end up in the
* prog_data associated with the compiled program, and which will be freed
* padding around uniform values below vec4 size, so the worst case is that
* every uniform is a float which gets padded to the size of a vec4.
*/
- struct gl_shader *gs = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
+ struct gl_linked_shader *gs = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
struct brw_shader *bgs = (struct brw_shader *) gs;
- int param_count = gp->program.Base.nir->num_uniforms;
- if (!compiler->scalar_stage[MESA_SHADER_GEOMETRY])
- param_count *= 4;
+ int param_count = gp->program.nir->num_uniforms / 4;
prog_data.base.base.param =
rzalloc_array(NULL, const gl_constant_value *, param_count);
prog_data.base.base.nr_params = param_count;
prog_data.base.base.nr_image_params = gs->NumImages;
- brw_nir_setup_glsl_uniforms(gp->program.Base.nir, prog, &gp->program.Base,
+ brw_nir_setup_glsl_uniforms(gp->program.nir, prog, &gp->program,
&prog_data.base.base,
compiler->scalar_stage[MESA_SHADER_GEOMETRY]);
- GLbitfield64 outputs_written = gp->program.Base.OutputsWritten;
+ uint64_t outputs_written = gp->program.info.outputs_written;
- brw_compute_vue_map(brw->intelScreen->devinfo,
+ prog_data.base.cull_distance_mask =
+ ((1 << gp->program.CullDistanceArraySize) - 1) <<
+ gp->program.ClipDistanceArraySize;
+
+ brw_compute_vue_map(devinfo,
&prog_data.base.vue_map, outputs_written,
- prog ? prog->SeparateShader : false);
+ prog->SeparateShader);
if (unlikely(INTEL_DEBUG & DEBUG_GS))
brw_dump_ir("geometry", prog, gs, NULL);
unsigned program_size;
char *error_str;
const unsigned *program =
- brw_compile_gs(brw->intelScreen->compiler, brw, mem_ctx, key,
- &prog_data, shader->Program->nir, prog,
+ brw_compile_gs(brw->screen->compiler, brw, mem_ctx, key,
+ &prog_data, gs->Program->nir, prog,
st_index, &program_size, &error_str);
if (program == NULL) {
+ ralloc_strcat(&prog->InfoLog, error_str);
+ _mesa_problem(NULL, "Failed to compile geometry shader: %s\n", error_str);
+
ralloc_free(mem_ctx);
return false;
}
}
/* Scratch space is used for register spilling */
- if (prog_data.base.base.total_scratch) {
- brw_get_scratch_bo(brw, &stage_state->scratch_bo,
- prog_data.base.base.total_scratch *
- brw->max_gs_threads);
- }
+ brw_alloc_stage_scratch(brw, stage_state,
+ prog_data.base.base.total_scratch,
+ devinfo->max_gs_threads);
brw_upload_cache(&brw->cache, BRW_CACHE_GS_PROG,
key, sizeof(*key),
program, program_size,
&prog_data, sizeof(prog_data),
- &stage_state->prog_offset, &brw->gs.prog_data);
+ &stage_state->prog_offset, &brw->gs.base.prog_data);
ralloc_free(mem_ctx);
return true;
}
static bool
-brw_gs_state_dirty(struct brw_context *brw)
+brw_gs_state_dirty(const struct brw_context *brw)
{
return brw_state_dirty(brw,
_NEW_TEXTURE,
BRW_NEW_TRANSFORM_FEEDBACK);
}
-static void
+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->program_string_id = gp->id;
/* _NEW_TEXTURE */
- brw_populate_sampler_prog_key_data(ctx, prog, stage_state->sampler_count,
- &key->tex);
+ brw_populate_sampler_prog_key_data(ctx, &gp->program, &key->tex);
}
void
/* Other state atoms had better not try to access prog_data, since
* there's no GS program.
*/
- brw->gs.prog_data = NULL;
brw->gs.base.prog_data = NULL;
return;
if (!brw_search_cache(&brw->cache, BRW_CACHE_GS_PROG,
&key, sizeof(key),
- &stage_state->prog_offset, &brw->gs.prog_data)) {
+ &stage_state->prog_offset,
+ &brw->gs.base.prog_data)) {
bool success = brw_codegen_gs_prog(brw, current[MESA_SHADER_GEOMETRY],
gp, &key);
assert(success);
(void)success;
}
- brw->gs.base.prog_data = &brw->gs.prog_data->base.base;
}
bool
struct brw_context *brw = brw_context(ctx);
struct brw_gs_prog_key key;
uint32_t old_prog_offset = brw->gs.base.prog_offset;
- struct brw_gs_prog_data *old_prog_data = brw->gs.prog_data;
+ struct brw_stage_prog_data *old_prog_data = brw->gs.base.prog_data;
bool success;
- struct gl_geometry_program *gp = (struct gl_geometry_program *) prog;
- struct brw_geometry_program *bgp = brw_geometry_program(gp);
+ struct brw_geometry_program *bgp = brw_geometry_program(prog);
memset(&key, 0, sizeof(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;
+ brw->gs.base.prog_data = old_prog_data;
return success;
}