key->patch_outputs_written);
found |= key_debug(brw, "TES primitive mode", old_key->tes_primitive_mode,
key->tes_primitive_mode);
+ found |= key_debug(brw, "quads and equal_spacing workaround",
+ old_key->quads_workaround, key->quads_workaround);
found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
if (!found) {
{
struct gl_context *ctx = &brw->ctx;
const struct brw_compiler *compiler = brw->intelScreen->compiler;
- const struct brw_device_info *devinfo = compiler->devinfo;
+ const struct gen_device_info *devinfo = compiler->devinfo;
struct brw_stage_state *stage_state = &brw->tcs.base;
nir_shader *nir;
struct brw_tcs_prog_data prog_data;
* padding around uniform values below vec4 size, so the worst case is that
* every uniform is a float which gets padded to the size of a vec4.
*/
- struct gl_shader *tcs = shader_prog ?
+ struct gl_linked_shader *tcs = shader_prog ?
shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL] : NULL;
int param_count = nir->num_uniforms / 4;
*/
const float **param = (const float **) prog_data.base.base.param;
static float zero = 0.0f;
- for (int i = 0; i < 4; i++) {
- param[7 - i] = &ctx->TessCtrlProgram.patch_default_outer_level[i];
- }
+ for (int i = 0; i < 8; i++)
+ param[i] = &zero;
if (key->tes_primitive_mode == GL_QUADS) {
+ for (int i = 0; i < 4; i++)
+ param[7 - i] = &ctx->TessCtrlProgram.patch_default_outer_level[i];
+
param[3] = &ctx->TessCtrlProgram.patch_default_inner_level[0];
param[2] = &ctx->TessCtrlProgram.patch_default_inner_level[1];
- param[1] = &zero;
- param[0] = &zero;
} else if (key->tes_primitive_mode == GL_TRIANGLES) {
+ for (int i = 0; i < 3; i++)
+ param[7 - i] = &ctx->TessCtrlProgram.patch_default_outer_level[i];
+
param[4] = &ctx->TessCtrlProgram.patch_default_inner_level[0];
- for (int i = 0; i < 4; i++)
- param[i] = &zero;
+ } else {
+ assert(key->tes_primitive_mode == GL_ISOLINES);
+ param[7] = &ctx->TessCtrlProgram.patch_default_outer_level[1];
+ param[6] = &ctx->TessCtrlProgram.patch_default_outer_level[0];
}
}
}
/* Scratch space is used for register spilling */
- if (prog_data.base.base.total_scratch) {
- brw_get_scratch_bo(brw, &stage_state->scratch_bo,
- prog_data.base.base.total_scratch *
- brw->max_hs_threads);
- }
+ brw_alloc_stage_scratch(brw, stage_state,
+ prog_data.base.base.total_scratch,
+ brw->max_hs_threads);
brw_upload_cache(&brw->cache, BRW_CACHE_TCS_PROG,
key, sizeof(*key),
memset(&key, 0, sizeof(key));
- key.input_vertices = ctx->TessCtrlProgram.patch_vertices;
+ if (brw->gen < 8 || !tcp)
+ key.input_vertices = ctx->TessCtrlProgram.patch_vertices;
key.outputs_written = per_vertex_slots;
key.patch_outputs_written = per_patch_slots;
* based on the domain the DS is expecting to tessellate.
*/
key.tes_primitive_mode = tep->program.PrimitiveMode;
+ key.quads_workaround = brw->gen < 9 &&
+ tep->program.PrimitiveMode == GL_QUADS &&
+ tep->program.Spacing == GL_EQUAL;
if (tcp) {
key.program_string_id = tcp->id;
/* _NEW_TEXTURE */
- brw_populate_sampler_prog_key_data(ctx, prog, stage_state->sampler_count,
- &key.tex);
+ brw_populate_sampler_prog_key_data(ctx, prog, &key.tex);
} else {
key.outputs_written = tep->program.Base.InputsRead;
}
struct gl_tess_ctrl_program *tcp = (struct gl_tess_ctrl_program *)prog;
struct brw_tess_ctrl_program *btcp = brw_tess_ctrl_program(tcp);
+ const struct gl_linked_shader *tes =
+ shader_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
memset(&key, 0, sizeof(key));
brw_setup_tex_for_precompile(brw, &key.tex, prog);
/* Guess that the input and output patches have the same dimensionality. */
- key.input_vertices = shader_prog->TessCtrl.VerticesOut;
+ if (brw->gen < 8) {
+ key.input_vertices = shader_prog->
+ _LinkedShaders[MESA_SHADER_TESS_CTRL]->info.TessCtrl.VerticesOut;
+ }
- key.tes_primitive_mode =
- shader_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL] ?
- shader_prog->TessEval.PrimitiveMode : GL_TRIANGLES;
+ if (tes) {
+ key.tes_primitive_mode = tes->info.TessEval.PrimitiveMode;
+ key.quads_workaround = brw->gen < 9 &&
+ tes->info.TessEval.PrimitiveMode == GL_QUADS &&
+ tes->info.TessEval.Spacing == GL_EQUAL;
+ } else {
+ key.tes_primitive_mode = GL_TRIANGLES;
+ }
key.outputs_written = prog->OutputsWritten;
key.patch_outputs_written = prog->PatchOutputsWritten;