vue_map->slots_valid = slots_valid;
int i;
+ /* gl_Layer doesn't get its own varying slot--it's stored in the virst VUE
+ * slot (VARYING_SLOT_PSIZ).
+ */
+ slots_valid &= ~VARYING_BIT_LAYER;
+
/* Make sure that the values we store in vue_map->varying_to_slot and
* vue_map->slot_to_varying won't overflow the signed chars that are used
* to store them. Note that since vue_map->slot_to_varying sometimes holds
} else {
param_count = vp->program.Base.Parameters->NumParameters * 4;
}
- /* We also upload clip plane data as uniforms */
- param_count += MAX_CLIP_PLANES * 4;
+ /* vec4_visitor::setup_uniform_clipplane_values() also uploads user clip
+ * planes as uniforms.
+ */
+ 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);
prog_data.base.total_scratch
= brw_get_scratch_size(c.base.last_scratch*REG_SIZE);
- brw_get_scratch_bo(brw, &brw->vs.scratch_bo,
+ brw_get_scratch_bo(brw, &brw->vs.base.scratch_bo,
prog_data.base.total_scratch * brw->max_vs_threads);
}
&c.key, sizeof(c.key),
program, program_size,
&prog_data, sizeof(prog_data),
- &brw->vs.prog_offset, &brw->vs.prog_data);
+ &brw->vs.base.prog_offset, &brw->vs.prog_data);
ralloc_free(mem_ctx);
return true;
}
/* _NEW_TEXTURE */
- brw_populate_sampler_prog_key_data(ctx, prog, brw->vs.sampler_count,
+ brw_populate_sampler_prog_key_data(ctx, prog, brw->vs.base.sampler_count,
&key.base.tex);
/* BRW_NEW_VERTICES */
if (!brw_search_cache(&brw->cache, BRW_VS_PROG,
&key, sizeof(key),
- &brw->vs.prog_offset, &brw->vs.prog_data)) {
+ &brw->vs.base.prog_offset, &brw->vs.prog_data)) {
bool success = do_vs_prog(brw, ctx->Shader.CurrentVertexProgram,
vp, &key);
(void) 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;
-
- /* No geometry shader support yet, so the VS VUE map is the VUE map for
- * the output of the "geometry" portion of the pipeline.
- */
- brw->vue_map_geom_out = brw->vue_map_vs;
- brw->state.dirty.brw |= BRW_NEW_VUE_MAP_GEOM_OUT;
+ if (brw->gen < 7) {
+ /* No geometry shader support, so the VS VUE map is the VUE map for
+ * the output of the "geometry" portion of the pipeline.
+ */
+ brw->vue_map_geom_out = brw->vue_map_vs;
+ brw->state.dirty.brw |= BRW_NEW_VUE_MAP_GEOM_OUT;
+ }
}
}
{
struct brw_context *brw = brw_context(ctx);
struct brw_vs_prog_key key;
- uint32_t old_prog_offset = brw->vs.prog_offset;
+ uint32_t old_prog_offset = brw->vs.base.prog_offset;
struct brw_vs_prog_data *old_prog_data = brw->vs.prog_data;
bool success;
success = do_vs_prog(brw, prog, bvp, &key);
- brw->vs.prog_offset = old_prog_offset;
+ brw->vs.base.prog_offset = old_prog_offset;
brw->vs.prog_data = old_prog_data;
return success;