#include "brw_state.h"
#include "brw_gs.h"
-
+#include "glsl/ralloc.h"
static void compile_gs_prog( struct brw_context *brw,
struct brw_gs_prog_key *key )
struct intel_context *intel = &brw->intel;
struct brw_gs_compile c;
const GLuint *program;
+ void *mem_ctx;
GLuint program_size;
+ /* Gen6: VF has already converted into polygon, and LINELOOP is
+ * converted to LINESTRIP at the beginning of the 3D pipeline.
+ */
+ if (intel->gen >= 6)
+ return;
+
memset(&c, 0, sizeof(c));
c.key = *key;
- /* Need to locate the two positions present in vertex + header.
- * These are currently hardcoded:
- */
- c.nr_attrs = brw_count_bits(c.key.attrs);
-
- if (intel->gen == 5)
- c.nr_regs = (c.nr_attrs + 1) / 2 + 3; /* are vertices packed, or reg-aligned? */
- else
- c.nr_regs = (c.nr_attrs + 1) / 2 + 1; /* are vertices packed, or reg-aligned? */
-
- c.nr_bytes = c.nr_regs * REG_SIZE;
+ /* The geometry shader needs to access the entire VUE. */
+ struct brw_vue_map vue_map;
+ brw_compute_vue_map(&vue_map, intel, c.key.userclip_active, c.key.attrs);
+ c.nr_regs = (vue_map.num_slots + 1)/2;
+ mem_ctx = NULL;
/* Begin the compilation:
*/
- brw_init_compile(brw, &c.func);
+ brw_init_compile(brw, &c.func, mem_ctx);
c.func.single_program_flow = 1;
/* Note that primitives which don't require a GS program have
* already been weeded out by this stage:
*/
+
switch (key->primitive) {
- case GL_QUADS:
+ case _3DPRIM_QUADLIST:
brw_gs_quads( &c, key );
break;
- case GL_QUAD_STRIP:
+ case _3DPRIM_QUADSTRIP:
brw_gs_quad_strip( &c, key );
break;
- case GL_LINE_LOOP:
+ case _3DPRIM_LINELOOP:
brw_gs_lines( &c );
break;
- case GL_LINES:
- if (key->hint_gs_always)
- brw_gs_lines( &c );
- else {
- return;
- }
- break;
- case GL_TRIANGLES:
- if (key->hint_gs_always)
- brw_gs_tris( &c );
- else {
- return;
- }
- break;
- case GL_POINTS:
- if (key->hint_gs_always)
- brw_gs_points( &c );
- else {
- return;
- }
- break;
default:
+ ralloc_free(mem_ctx);
return;
}
*/
program = brw_get_program(&c.func, &program_size);
- /* Upload
- */
- dri_bo_unreference(brw->gs.prog_bo);
- brw->gs.prog_bo = brw_upload_cache_with_auxdata(&brw->cache, BRW_GS_PROG,
- &c.key, sizeof(c.key),
- NULL, 0,
- program, program_size,
- &c.prog_data,
- sizeof(c.prog_data),
- &brw->gs.prog_data);
+ if (unlikely(INTEL_DEBUG & DEBUG_GS)) {
+ int i;
+
+ printf("gs:\n");
+ for (i = 0; i < program_size / sizeof(struct brw_instruction); i++)
+ brw_disasm(stdout, &((struct brw_instruction *)program)[i],
+ intel->gen);
+ printf("\n");
+ }
+
+ brw_upload_cache(&brw->cache, BRW_GS_PROG,
+ &c.key, sizeof(c.key),
+ program, program_size,
+ &c.prog_data, sizeof(c.prog_data),
+ &brw->gs.prog_offset, &brw->gs.prog_data);
+ ralloc_free(mem_ctx);
}
-static const GLenum gs_prim[GL_POLYGON+1] = {
- GL_POINTS,
- GL_LINES,
- GL_LINE_LOOP,
- GL_LINES,
- GL_TRIANGLES,
- GL_TRIANGLES,
- GL_TRIANGLES,
- GL_QUADS,
- GL_QUAD_STRIP,
- GL_TRIANGLES
+static const GLenum gs_prim[] = {
+ [_3DPRIM_POINTLIST] = _3DPRIM_POINTLIST,
+ [_3DPRIM_LINELIST] = _3DPRIM_LINELIST,
+ [_3DPRIM_LINELOOP] = _3DPRIM_LINELOOP,
+ [_3DPRIM_LINESTRIP] = _3DPRIM_LINELIST,
+ [_3DPRIM_TRILIST] = _3DPRIM_TRILIST,
+ [_3DPRIM_TRISTRIP] = _3DPRIM_TRILIST,
+ [_3DPRIM_TRIFAN] = _3DPRIM_TRILIST,
+ [_3DPRIM_QUADLIST] = _3DPRIM_QUADLIST,
+ [_3DPRIM_QUADSTRIP] = _3DPRIM_QUADSTRIP,
+ [_3DPRIM_POLYGON] = _3DPRIM_TRILIST,
+ [_3DPRIM_RECTLIST] = _3DPRIM_RECTLIST,
};
static void populate_key( struct brw_context *brw,
struct brw_gs_prog_key *key )
{
- GLcontext *ctx = &brw->intel.ctx;
+ struct gl_context *ctx = &brw->intel.ctx;
+ struct intel_context *intel = &brw->intel;
+
memset(key, 0, sizeof(*key));
/* CACHE_NEW_VS_PROG */
/* BRW_NEW_PRIMITIVE */
key->primitive = gs_prim[brw->primitive];
- key->hint_gs_always = 0; /* debug code? */
-
/* _NEW_LIGHT */
key->pv_first = (ctx->Light.ProvokingVertex == GL_FIRST_VERTEX_CONVENTION);
+ if (key->primitive == _3DPRIM_QUADLIST && ctx->Light.ShadeModel != GL_FLAT) {
+ /* Provide consistent primitive order with brw_set_prim's
+ * optimization of single quads to trifans.
+ */
+ key->pv_first = true;
+ }
- key->need_gs_prog = (key->hint_gs_always ||
- brw->primitive == GL_QUADS ||
- brw->primitive == GL_QUAD_STRIP ||
- brw->primitive == GL_LINE_LOOP);
+ /* _NEW_TRANSFORM */
+ key->userclip_active = (ctx->Transform.ClipPlanesEnabled != 0);
+
+ key->need_gs_prog = (intel->gen >= 6)
+ ? 0
+ : (brw->primitive == _3DPRIM_QUADLIST ||
+ brw->primitive == _3DPRIM_QUADSTRIP ||
+ brw->primitive == _3DPRIM_LINELOOP);
}
/* Calculate interpolants for triangle and line rasterization.
*/
-static void prepare_gs_prog(struct brw_context *brw)
+static void
+brw_upload_gs_prog(struct brw_context *brw)
{
struct brw_gs_prog_key key;
/* Populate the key:
}
if (brw->gs.prog_active) {
- dri_bo_unreference(brw->gs.prog_bo);
- brw->gs.prog_bo = brw_search_cache(&brw->cache, BRW_GS_PROG,
- &key, sizeof(key),
- NULL, 0,
- &brw->gs.prog_data);
- if (brw->gs.prog_bo == NULL)
+ if (!brw_search_cache(&brw->cache, BRW_GS_PROG,
+ &key, sizeof(key),
+ &brw->gs.prog_offset, &brw->gs.prog_data)) {
compile_gs_prog( brw, &key );
+ }
}
}
const struct brw_tracked_state brw_gs_prog = {
.dirty = {
- .mesa = _NEW_LIGHT,
+ .mesa = (_NEW_LIGHT |
+ _NEW_TRANSFORM),
.brw = BRW_NEW_PRIMITIVE,
.cache = CACHE_NEW_VS_PROG
},
- .prepare = prepare_gs_prog
+ .emit = brw_upload_gs_prog
};