brw->max_gs_threads);
}
- brw_upload_cache(&brw->cache, BRW_GS_PROG,
+ brw_upload_cache(&brw->cache, BRW_CACHE_GS_PROG,
&c.key, sizeof(c.key),
program, program_size,
&c.prog_data, sizeof(c.prog_data),
return true;
}
-
-static void
+void
brw_upload_gs_prog(struct brw_context *brw)
{
struct gl_context *ctx = &brw->ctx;
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))
+ return;
+
if (gp == NULL) {
/* No geometry shader. Vertex data just passes straight through. */
if (brw->state.dirty.brw & BRW_NEW_VUE_MAP_VS) {
memset(&key, 0, sizeof(key));
key.base.program_string_id = gp->id;
- brw_setup_vec4_key_clip_info(brw, &key.base,
- gp->program.Base.UsesClipDistanceOut);
-
- /* _NEW_LIGHT | _NEW_BUFFERS */
- key.base.clamp_vertex_color = ctx->Light._ClampVertexColor;
+ 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,
/* BRW_NEW_VUE_MAP_VS */
key.input_varyings = brw->vue_map_vs.slots_valid;
- if (!brw_search_cache(&brw->cache, BRW_GS_PROG,
+ if (!brw_search_cache(&brw->cache, BRW_CACHE_GS_PROG,
&key, sizeof(key),
&stage_state->prog_offset, &brw->gs.prog_data)) {
bool success =
}
brw->gs.base.prog_data = &brw->gs.prog_data->base.base;
- if (memcmp(&brw->vs.prog_data->base.vue_map, &brw->vue_map_geom_out,
+ if (memcmp(&brw->gs.prog_data->base.vue_map, &brw->vue_map_geom_out,
sizeof(brw->vue_map_geom_out)) != 0) {
brw->vue_map_geom_out = brw->gs.prog_data->base.vue_map;
brw->state.dirty.brw |= BRW_NEW_VUE_MAP_GEOM_OUT;
}
}
-
-const struct brw_tracked_state brw_gs_prog = {
- .dirty = {
- .mesa = (_NEW_LIGHT | _NEW_BUFFERS | _NEW_TEXTURE),
- .brw = (BRW_NEW_GEOMETRY_PROGRAM |
- BRW_NEW_VUE_MAP_VS |
- BRW_NEW_TRANSFORM_FEEDBACK),
- },
- .emit = brw_upload_gs_prog
-};
-
-
bool
brw_gs_precompile(struct gl_context *ctx,
struct gl_shader_program *shader_prog,
memset(&key, 0, sizeof(key));
- brw_vec4_setup_prog_key_for_precompile(ctx, &key.base, bgp->id, &gp->Base);
+ brw_vue_setup_prog_key_for_precompile(ctx, &key.base, bgp->id, &gp->Base);
/* Assume that the set of varyings coming in from the vertex shader exactly
* matches what the geometry shader requires.