*/
#include "brw_context.h"
-#include "brw_nir.h"
+#include "compiler/brw_nir.h"
#include "brw_program.h"
-#include "brw_shader.h"
#include "brw_state.h"
#include "program/prog_parameter.h"
#include "nir_builder.h"
nir_ssa_def *invoc_id =
nir_load_system_value(&b, nir_intrinsic_load_invocation_id, 0);
- nir->info->inputs_read = key->outputs_written &
+ nir->info.inputs_read = key->outputs_written &
~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
- nir->info->outputs_written = key->outputs_written;
- nir->info->tess.tcs_vertices_out = key->input_vertices;
- nir->info->name = ralloc_strdup(nir, "passthrough");
+ nir->info.outputs_written = key->outputs_written;
+ nir->info.tess.tcs_vertices_out = key->input_vertices;
+ nir->info.name = ralloc_strdup(nir, "passthrough");
nir->num_uniforms = 8 * sizeof(uint32_t);
var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_0");
}
/* Copy inputs to outputs. */
- uint64_t varyings = nir->info->inputs_read;
+ uint64_t varyings = nir->info.inputs_read;
while (varyings != 0) {
const int varying = ffsll(varyings) - 1;
brw_nir_setup_glsl_uniforms(nir, &tcp->program, &prog_data.base.base,
compiler->scalar_stage[MESA_SHADER_TESS_CTRL]);
+ brw_nir_analyze_ubo_ranges(compiler, tcp->program.nir,
+ prog_data.base.base.ubo_ranges);
} else {
/* Upload the Patch URB Header as the first two uniforms.
* Do the annoying scrambling so the shader doesn't have to.
st_index = brw_get_shader_time_index(brw, &tep->program, ST_TCS, true);
if (unlikely(brw->perf_debug)) {
- start_busy = brw->batch.last_bo && drm_intel_bo_busy(brw->batch.last_bo);
+ start_busy = brw->batch.last_bo && brw_bo_busy(brw->batch.last_bo);
start_time = get_time();
}
&program_size, &error_str);
if (program == NULL) {
if (tep) {
- tep->program.sh.data->LinkStatus = false;
+ tep->program.sh.data->LinkStatus = linking_failure;
ralloc_strcat(&tep->program.sh.data->InfoLog, error_str);
}
tcp->compiled_once = true;
}
- if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
+ if (start_busy && !brw_bo_busy(brw->batch.last_bo)) {
perf_debug("TCS compile took %.03f ms and stalled the GPU\n",
(get_time() - start_time) * 1000);
}
brw_setup_tex_for_precompile(brw, &key.tex, prog);
/* Guess that the input and output patches have the same dimensionality. */
- if (brw->gen < 8) {
- key.input_vertices = shader_prog->
- _LinkedShaders[MESA_SHADER_TESS_CTRL]->info.TessCtrl.VerticesOut;
- }
+ if (brw->gen < 8)
+ key.input_vertices = prog->info.tess.tcs_vertices_out;
struct brw_program *btep;
if (tes) {
btep = brw_program(tes->Program);
- key.tes_primitive_mode = tes->info.TessEval.PrimitiveMode;
+ key.tes_primitive_mode = tes->Program->info.tess.primitive_mode;
key.quads_workaround = brw->gen < 9 &&
- tes->info.TessEval.PrimitiveMode == GL_QUADS &&
- tes->info.TessEval.Spacing == TESS_SPACING_EQUAL;
+ tes->Program->info.tess.primitive_mode == GL_QUADS &&
+ tes->Program->info.tess.spacing == TESS_SPACING_EQUAL;
} else {
btep = NULL;
key.tes_primitive_mode = GL_TRIANGLES;
}
- key.outputs_written = prog->nir->info->outputs_written;
- key.patch_outputs_written = prog->nir->info->patch_outputs_written;
+ key.outputs_written = prog->nir->info.outputs_written;
+ key.patch_outputs_written = prog->nir->info.patch_outputs_written;
success = brw_codegen_tcs_prog(brw, btcp, btep, &key);