#include "program/prog_print.h"
#include "program/prog_parameter.h"
-#include "glsl/ralloc.h"
+#include "util/ralloc.h"
static inline void assign_vue_slot(struct brw_vue_map *vue_map,
int varying)
int i;
/* gl_Layer and gl_ViewportIndex don't get their own varying slots -- they
- * are stored in the virst VUE slot (VARYING_SLOT_PSIZ).
+ * are stored in the first VUE slot (VARYING_SLOT_PSIZ).
*/
slots_valid &= ~(VARYING_BIT_LAYER | VARYING_BIT_VIEWPORT);
/* VUE header: format depends on chip generation and whether clipping is
* enabled.
*/
- switch (brw->gen) {
- case 4:
- case 5:
+ if (brw->gen < 6) {
/* There are 8 dwords in VUE header pre-Ironlake:
* dword 0-3 is indices, point width, clip flags.
* dword 4-7 is ndc position
assign_vue_slot(vue_map, VARYING_SLOT_PSIZ);
assign_vue_slot(vue_map, BRW_VARYING_SLOT_NDC);
assign_vue_slot(vue_map, VARYING_SLOT_POS);
- break;
- case 6:
- case 7:
- case 8:
+ } else {
/* There are 8 or 16 DWs (D0-D15) in VUE header on Sandybridge:
* dword 0-3 of the header is indices, point width, clip flags.
* dword 4-7 is the 4D space position
assign_vue_slot(vue_map, VARYING_SLOT_COL1);
if (slots_valid & BITFIELD64_BIT(VARYING_SLOT_BFC1))
assign_vue_slot(vue_map, VARYING_SLOT_BFC1);
- break;
- default:
- assert (!"VUE map not known for this chip generation");
- break;
}
/* The hardware doesn't care about the rest of the vertex outputs, so just
*/
gl_clip_plane *brw_select_clip_planes(struct gl_context *ctx)
{
- if (ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]) {
+ if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]) {
/* There is currently a GLSL vertex shader, so clip according to GLSL
* rules, which means compare gl_ClipVertex (or gl_Position, if
* gl_ClipVertex wasn't assigned) against the eye-coordinate clip planes
const struct brw_vs_prog_data *a = in_a;
const struct brw_vs_prog_data *b = in_b;
- /* Compare the base vec4 structure. */
- if (!brw_vec4_prog_data_compare(&a->base, &b->base))
+ /* Compare the base structure. */
+ if (!brw_stage_prog_data_compare(&a->base.base, &b->base.base))
return false;
/* Compare the rest of the struct. */
- const unsigned offset = sizeof(struct brw_vec4_prog_data);
+ const unsigned offset = sizeof(struct brw_stage_prog_data);
if (memcmp(((char *) a) + offset, ((char *) b) + offset,
sizeof(struct brw_vs_prog_data) - offset)) {
return false;
const GLuint *program;
struct brw_vs_compile c;
struct brw_vs_prog_data prog_data;
+ struct brw_stage_prog_data *stage_prog_data = &prog_data.base.base;
void *mem_ctx;
int i;
struct gl_shader *vs = NULL;
*/
param_count += c.key.base.nr_userclip_plane_consts * 4;
- prog_data.base.param = rzalloc_array(NULL, const float *, param_count);
- prog_data.base.pull_param = rzalloc_array(NULL, const float *, param_count);
+ stage_prog_data->param =
+ rzalloc_array(NULL, const gl_constant_value *, param_count);
+ stage_prog_data->pull_param =
+ rzalloc_array(NULL, const gl_constant_value *, param_count);
+
+ /* Setting nr_params here NOT to the size of the param and pull_param
+ * arrays, but to the number of uniform components vec4_visitor
+ * needs. vec4_visitor::setup_uniforms() will set it back to a proper value.
+ */
+ stage_prog_data->nr_params = ALIGN(param_count, 4) / 4;
+ if (vs) {
+ stage_prog_data->nr_params += vs->num_samplers;
+ }
GLbitfield64 outputs_written = vp->program.Base.OutputsWritten;
prog_data.inputs_read = vp->program.Base.InputsRead;
brw_compute_vue_map(brw, &prog_data.base.vue_map, outputs_written);
if (0) {
- _mesa_fprint_program_opt(stdout, &c.vp->program.Base, PROG_PRINT_DEBUG,
+ _mesa_fprint_program_opt(stderr, &c.vp->program.Base, PROG_PRINT_DEBUG,
true);
}
"Try reducing the number of live vec4 values to "
"improve performance.\n");
- prog_data.base.total_scratch
+ prog_data.base.base.total_scratch
= brw_get_scratch_size(c.base.last_scratch*REG_SIZE);
brw_get_scratch_bo(brw, &brw->vs.base.scratch_bo,
- prog_data.base.total_scratch * brw->max_vs_threads);
+ prog_data.base.base.total_scratch *
+ brw->max_vs_threads);
}
- brw_upload_cache(&brw->cache, BRW_VS_PROG,
+ brw_upload_cache(&brw->cache, BRW_CACHE_VS_PROG,
&c.key, sizeof(c.key),
program, program_size,
&prog_data, sizeof(prog_data),
for (unsigned int i = 0; i < brw->cache.size; i++) {
for (c = brw->cache.items[i]; c; c = c->next) {
- if (c->cache_id == BRW_VS_PROG) {
+ if (c->cache_id == BRW_CACHE_VS_PROG) {
old_key = c->key;
if (old_key->base.program_string_id == key->base.program_string_id)
}
}
- if (!brw_search_cache(&brw->cache, BRW_VS_PROG,
+ if (!brw_search_cache(&brw->cache, BRW_CACHE_VS_PROG,
&key, sizeof(key),
&brw->vs.base.prog_offset, &brw->vs.prog_data)) {
- bool success = do_vs_prog(brw, ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX],
- vp, &key);
+ bool success =
+ do_vs_prog(brw, ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX], vp,
+ &key);
(void) success;
assert(success);
}
sizeof(brw->vue_map_geom_out)) != 0) {
brw->vue_map_vs = brw->vs.prog_data->base.vue_map;
brw->state.dirty.brw |= BRW_NEW_VUE_MAP_VS;
- if (brw->gen < 7) {
+ if (brw->gen < 6) {
/* No geometry shader support, so the VS VUE map is the VUE map for
* the output of the "geometry" portion of the pipeline.
*/
*/
const struct brw_tracked_state brw_vs_prog = {
.dirty = {
- .mesa = (_NEW_TRANSFORM | _NEW_POLYGON | _NEW_POINT | _NEW_LIGHT |
- _NEW_TEXTURE |
- _NEW_BUFFERS),
- .brw = (BRW_NEW_VERTEX_PROGRAM |
- BRW_NEW_VERTICES),
+ .mesa = _NEW_BUFFERS |
+ _NEW_LIGHT |
+ _NEW_POINT |
+ _NEW_POLYGON |
+ _NEW_TEXTURE |
+ _NEW_TRANSFORM,
+ .brw = BRW_NEW_VERTEX_PROGRAM |
+ BRW_NEW_VERTICES,
.cache = 0
},
.emit = brw_upload_vs_prog
};
bool
-brw_vs_precompile(struct gl_context *ctx, struct gl_shader_program *prog)
+brw_vs_precompile(struct gl_context *ctx,
+ struct gl_shader_program *shader_prog,
+ struct gl_program *prog)
{
struct brw_context *brw = brw_context(ctx);
struct brw_vs_prog_key key;
struct brw_vs_prog_data *old_prog_data = brw->vs.prog_data;
bool success;
- if (!prog->_LinkedShaders[MESA_SHADER_VERTEX])
- return true;
-
- struct gl_vertex_program *vp = (struct gl_vertex_program *)
- prog->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
+ struct gl_vertex_program *vp = (struct gl_vertex_program *) prog;
struct brw_vertex_program *bvp = brw_vertex_program(vp);
memset(&key, 0, sizeof(key));
brw_vec4_setup_prog_key_for_precompile(ctx, &key.base, bvp->id, &vp->Base);
- success = do_vs_prog(brw, prog, bvp, &key);
+ success = do_vs_prog(brw, shader_prog, bvp, &key);
brw->vs.base.prog_offset = old_prog_offset;
brw->vs.prog_data = old_prog_data;
return success;
}
-
-
-void
-brw_vs_prog_data_free(const void *in_prog_data)
-{
- const struct brw_vs_prog_data *prog_data = in_prog_data;
-
- brw_vec4_prog_data_free(&prog_data->base);
-}