#define BRW_ATTRIB_WA_SIGN 32 /* interpret as signed in shader */
#define BRW_ATTRIB_WA_SCALE 64 /* interpret as scaled in shader */
-struct brw_vs_prog_key {
- struct brw_vec4_prog_key base;
-
- /*
- * Per-attribute workaround flags
- */
- uint8_t gl_attrib_wa_flags[VERT_ATTRIB_MAX];
-
- GLuint copy_edgeflag:1;
-
- /**
- * For pre-Gen6 hardware, a bitfield indicating which texture coordinates
- * are going to be replaced with point coordinates (as a consequence of a
- * call to glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE)). Because
- * our SF thread requires exact matching between VS outputs and FS inputs,
- * these texture coordinates will need to be unconditionally included in
- * the VUE, even if they aren't written by the vertex shader.
- */
- GLuint point_coord_replace:8;
-};
-
-
struct brw_vs_compile {
struct brw_vec4_compile base;
struct brw_vs_prog_key key;
struct brw_vs_prog_data *prog_data,
void *mem_ctx,
unsigned *program_size);
-bool brw_vs_precompile(struct gl_context *ctx, struct gl_shader_program *prog);
void brw_vs_debug_recompile(struct brw_context *brw,
struct gl_shader_program *prog,
const struct brw_vs_prog_key *key);
bool brw_vs_prog_data_compare(const void *a, const void *b);
+void
+brw_upload_vs_prog(struct brw_context *brw);
+
+bool
+brw_codegen_vs_prog(struct brw_context *brw,
+ struct gl_shader_program *prog,
+ struct brw_vertex_program *vp,
+ struct brw_vs_prog_key *key);
+
#ifdef __cplusplus
} /* extern "C" */
class vec4_vs_visitor : public vec4_visitor
{
public:
- vec4_vs_visitor(struct brw_context *brw,
+ vec4_vs_visitor(const struct brw_compiler *compiler,
struct brw_vs_compile *vs_compile,
struct brw_vs_prog_data *vs_prog_data,
struct gl_shader_program *prog,
- void *mem_ctx);
+ void *mem_ctx,
+ int shader_time_index,
+ bool use_legacy_snorm_formula);
protected:
virtual dst_reg *make_reg_for_system_value(ir_variable *ir);
struct brw_vs_prog_data * const vs_prog_data;
src_reg *vp_temp_regs;
src_reg vp_addr_reg;
+
+ bool use_legacy_snorm_formula;
};
} /* namespace brw */