const struct brw_vue_map *vue_map);
void (*populate_vs_key)(const struct iris_context *ice,
const struct shader_info *info,
+ gl_shader_stage last_stage,
struct brw_vs_prog_key *key);
void (*populate_tcs_key)(const struct iris_context *ice,
struct brw_tcs_prog_key *key);
void (*populate_tes_key)(const struct iris_context *ice,
struct brw_tes_prog_key *key);
void (*populate_gs_key)(const struct iris_context *ice,
+ const struct shader_info *info,
+ gl_shader_stage last_stage,
struct brw_gs_prog_key *key);
void (*populate_fs_key)(const struct iris_context *ice,
const struct shader_info *info,
brw_debug_key_recompile(c, &ice->dbg, info->stage, old_key, key);
}
+/**
+ * Get the shader for the last enabled geometry stage.
+ *
+ * This stage is the one which will feed stream output and the rasterizer.
+ */
+static gl_shader_stage
+last_vue_stage(struct iris_context *ice)
+{
+ if (ice->shaders.uncompiled[MESA_SHADER_GEOMETRY])
+ return MESA_SHADER_GEOMETRY;
+
+ if (ice->shaders.uncompiled[MESA_SHADER_TESS_EVAL])
+ return MESA_SHADER_TESS_EVAL;
+
+ return MESA_SHADER_VERTEX;
+}
/**
* Compile a vertex shader, and upload the assembly.
const struct gen_device_info *devinfo = &screen->devinfo;
struct brw_vs_prog_key key = { KEY_INIT(devinfo->gen) };
- ice->vtbl.populate_vs_key(ice, &ish->nir->info, &key);
+ ice->vtbl.populate_vs_key(ice, &ish->nir->info, last_vue_stage(ice), &key);
struct iris_compiled_shader *old = ice->shaders.prog[IRIS_CACHE_VS];
struct iris_compiled_shader *shader =
nir_shader *nir = nir_shader_clone(mem_ctx, ish->nir);
+ if (key->nr_userclip_plane_consts) {
+ nir_function_impl *impl = nir_shader_get_entrypoint(nir);
+ nir_lower_clip_gs(nir, (1 << key->nr_userclip_plane_consts) - 1);
+ nir_lower_io_to_temporaries(nir, impl, true, false);
+ nir_lower_global_vars_to_local(nir);
+ nir_lower_vars_to_ssa(nir);
+ nir_shader_gather_info(nir, impl);
+ }
+
iris_setup_uniforms(compiler, mem_ctx, nir, prog_data, &system_values,
&num_system_values, &num_cbufs);
struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen;
const struct gen_device_info *devinfo = &screen->devinfo;
struct brw_gs_prog_key key = { KEY_INIT(devinfo->gen) };
- ice->vtbl.populate_gs_key(ice, &key);
+ ice->vtbl.populate_gs_key(ice, &ish->nir->info, last_vue_stage(ice), &key);
shader =
iris_find_cached_shader(ice, IRIS_CACHE_GS, sizeof(key), &key);
}
}
-/**
- * Get the shader for the last enabled geometry stage.
- *
- * This stage is the one which will feed stream output and the rasterizer.
- */
-static gl_shader_stage
-last_vue_stage(struct iris_context *ice)
-{
- if (ice->shaders.uncompiled[MESA_SHADER_GEOMETRY])
- return MESA_SHADER_GEOMETRY;
-
- if (ice->shaders.uncompiled[MESA_SHADER_TESS_EVAL])
- return MESA_SHADER_TESS_EVAL;
-
- return MESA_SHADER_VERTEX;
-}
-
/**
* Update the last enabled stage's VUE map.
*
struct iris_screen *screen = (void *) ctx->screen;
struct iris_uncompiled_shader *ish = iris_create_shader_state(ctx, state);
+ /* User clip planes */
+ if (ish->nir->info.clip_distance_array_size == 0)
+ ish->nos |= (1ull << IRIS_NOS_RASTERIZER);
+
if (screen->precompile) {
const struct gen_device_info *devinfo = &screen->devinfo;
struct brw_gs_prog_key key = { KEY_INIT(devinfo->gen) };
{
struct iris_context *ice = (struct iris_context *) ctx;
struct iris_shader_state *shs = &ice->state.shaders[MESA_SHADER_VERTEX];
+ struct iris_shader_state *gshs = &ice->state.shaders[MESA_SHADER_GEOMETRY];
memcpy(&ice->state.clip_planes, state, sizeof(*state));
- ice->state.dirty |= IRIS_DIRTY_CONSTANTS_VS;
+ ice->state.dirty |= IRIS_DIRTY_CONSTANTS_VS | IRIS_DIRTY_CONSTANTS_GS;
shs->sysvals_need_upload = true;
+ gshs->sysvals_need_upload = true;
}
/**
static void
iris_populate_vs_key(const struct iris_context *ice,
const struct shader_info *info,
+ gl_shader_stage last_stage,
struct brw_vs_prog_key *key)
{
const struct iris_rasterizer_state *cso_rast = ice->state.cso_rast;
if (info->clip_distance_array_size == 0 &&
- (info->outputs_written & (VARYING_BIT_POS | VARYING_BIT_CLIP_VERTEX)))
+ (info->outputs_written & (VARYING_BIT_POS | VARYING_BIT_CLIP_VERTEX)) &&
+ last_stage == MESA_SHADER_VERTEX)
key->nr_userclip_plane_consts = cso_rast->num_clip_plane_consts;
}
*/
static void
iris_populate_gs_key(const struct iris_context *ice,
+ const struct shader_info *info,
+ gl_shader_stage last_stage,
struct brw_gs_prog_key *key)
{
+ const struct iris_rasterizer_state *cso_rast = ice->state.cso_rast;
+
+ if (info->clip_distance_array_size == 0 &&
+ (info->outputs_written & (VARYING_BIT_POS | VARYING_BIT_CLIP_VERTEX)) &&
+ last_stage == MESA_SHADER_GEOMETRY)
+ key->nr_userclip_plane_consts = cso_rast->num_clip_plane_consts;
}
/**