#define BRW_SF_H
-#include "shader/program.h"
+#include "program/program.h"
#include "brw_context.h"
#include "brw_eu.h"
GLuint do_flat_shading:1;
GLuint frontface_ccw:1;
GLuint do_point_sprite:1;
- GLuint linear_color:1; /**< linear interp vs. perspective interp */
GLuint sprite_origin_lower_left:1;
- GLuint pad:24;
+ GLuint userclip_active:1;
};
struct brw_sf_compile {
struct brw_reg m3C0;
GLuint nr_verts;
- GLuint nr_attrs;
GLuint nr_attr_regs;
- GLuint nr_setup_attrs;
GLuint nr_setup_regs;
+ int urb_entry_read_offset;
- GLubyte attr_to_idx[VERT_RESULT_MAX];
- GLubyte idx_to_attr[VERT_RESULT_MAX];
+ struct brw_vue_map vue_map;
};
-void brw_emit_tri_setup( struct brw_sf_compile *c, GLboolean allocate );
-void brw_emit_line_setup( struct brw_sf_compile *c, GLboolean allocate );
-void brw_emit_point_setup( struct brw_sf_compile *c, GLboolean allocate );
-void brw_emit_point_sprite_setup( struct brw_sf_compile *c, GLboolean allocate );
+void brw_emit_tri_setup( struct brw_sf_compile *c, bool allocate );
+void brw_emit_line_setup( struct brw_sf_compile *c, bool allocate );
+void brw_emit_point_setup( struct brw_sf_compile *c, bool allocate );
+void brw_emit_point_sprite_setup( struct brw_sf_compile *c, bool allocate );
void brw_emit_anyprim_setup( struct brw_sf_compile *c );
+int brw_sf_compute_urb_entry_read_offset(struct intel_context *intel);
#endif