#include "compiler/glsl/ir_optimization.h"
#include "compiler/glsl/program.h"
#include "program/program.h"
+#include "main/mtypes.h"
#include "main/shaderapi.h"
#include "main/shaderobj.h"
#include "main/uniforms.h"
struct gl_linked_shader *shader)
{
struct gl_context *ctx = &brw->ctx;
- const struct gl_shader_compiler_options *options =
- &ctx->Const.ShaderCompilerOptions[shader->Stage];
/* Temporary memory context for any new IR. */
void *mem_ctx = ralloc_context(NULL);
}
}
+static void
+update_xfb_info(struct gl_transform_feedback_info *xfb_info)
+{
+ if (!xfb_info)
+ return;
+
+ for (unsigned i = 0; i < xfb_info->NumOutputs; i++) {
+ struct gl_transform_feedback_output *output = &xfb_info->Outputs[i];
+
+ /* The VUE header contains three scalar fields packed together:
+ * - gl_PointSize is stored in VARYING_SLOT_PSIZ.w
+ * - gl_Layer is stored in VARYING_SLOT_PSIZ.y
+ * - gl_ViewportIndex is stored in VARYING_SLOT_PSIZ.z
+ */
+ switch (output->OutputRegister) {
+ case VARYING_SLOT_LAYER:
+ assert(output->NumComponents == 1);
+ output->OutputRegister = VARYING_SLOT_PSIZ;
+ output->ComponentOffset = 1;
+ break;
+ case VARYING_SLOT_VIEWPORT:
+ assert(output->NumComponents == 1);
+ output->OutputRegister = VARYING_SLOT_PSIZ;
+ output->ComponentOffset = 2;
+ break;
+ case VARYING_SLOT_PSIZ:
+ assert(output->NumComponents == 1);
+ output->ComponentOffset = 3;
+ break;
+ }
+ }
+}
+
extern "C" GLboolean
brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
{
prog->ShadowSamplers = shader->shadow_samplers;
_mesa_update_shader_textures_used(shProg, prog);
+ update_xfb_info(prog->sh.LinkedTransformFeedback);
+
bool debug_enabled =
(INTEL_DEBUG & intel_debug_flag_for_shader_stage(shader->Stage));
prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage,
compiler->scalar_stage[stage]);
- infos[stage] = prog->nir->info;
+ infos[stage] = &prog->nir->info;
/* Make a pass over the IR to add state references for any built-in
* uniforms that are used. This has to be done now (during linking).