swizzle_for_offset[linked_xfb_info->Outputs[i].ComponentOffset];
}
}
- /* On Gen6, GS is also used for rasterizer discard. */
- /* BRW_NEW_RASTERIZER_DISCARD */
- if (ctx->RasterDiscard) {
- key->need_gs_prog = true;
- key->rasterizer_discard = true;
- }
} else {
/* Pre-gen6, GS is used to transform QUADLIST, QUADSTRIP, and LINELOOP
* into simpler primitives.
.dirty = {
.mesa = (_NEW_LIGHT),
.brw = (BRW_NEW_PRIMITIVE |
- BRW_NEW_TRANSFORM_FEEDBACK |
- BRW_NEW_RASTERIZER_DISCARD),
+ BRW_NEW_TRANSFORM_FEEDBACK),
.cache = CACHE_NEW_VS_PROG
},
.emit = brw_upload_gs_prog
GLuint pv_first:1;
GLuint need_gs_prog:1;
- GLuint rasterizer_discard:1;
/**
* Number of varyings that are output to transform feedback.
}
}
-/**
- * De-allocate the URB entry that was previously allocated to this thread
- * (without writing any vertex data to it), and terminate the thread. This is
- * used to implement RASTERIZER_DISCARD functionality.
- */
-static void brw_gs_terminate(struct brw_gs_compile *c)
-{
- struct brw_compile *p = &c->func;
- brw_urb_WRITE(p,
- retype(brw_null_reg(), BRW_REGISTER_TYPE_UD), /* dest */
- 0, /* msg_reg_nr */
- c->reg.header, /* src0 */
- false, /* allocate */
- false, /* used */
- 1, /* msg_length */
- 0, /* response_length */
- true, /* eot */
- true, /* writes_complete */
- 0, /* offset */
- BRW_URB_SWIZZLE_NONE);
-}
-
/**
* Send an FF_SYNC message to ensure that all previously spawned GS threads
* have finished sending primitives down the pipeline, and to allocate a URB
brw_gs_ff_sync(c, 1);
- /* If RASTERIZER_DISCARD is enabled, we have nothing further to do, so
- * release the URB that was just allocated, and terminate the thread.
- */
- if (key->rasterizer_discard) {
- brw_gs_terminate(c);
- return;
- }
-
brw_gs_overwrite_header_dw2_from_r0(c);
switch (num_verts) {
case 1:
dw2 |= GEN6_CLIP_GB_TEST;
}
+ /* BRW_NEW_RASTERIZER_DISCARD */
+ if (ctx->RasterDiscard) {
+ dw2 |= GEN6_CLIP_MODE_REJECT_ALL;
+ perf_debug("Rasterizer discard is currently implemented via the clipper; "
+ "having the GS not write primitives would likely be faster.");
+ }
+
BEGIN_BATCH(4);
OUT_BATCH(_3DSTATE_CLIP << 16 | (4 - 2));
OUT_BATCH(dw1);
const struct brw_tracked_state gen6_clip_state = {
.dirty = {
.mesa = _NEW_TRANSFORM | _NEW_LIGHT | _NEW_BUFFERS,
- .brw = BRW_NEW_CONTEXT | BRW_NEW_META_IN_PROGRESS,
+ .brw = BRW_NEW_CONTEXT |
+ BRW_NEW_META_IN_PROGRESS |
+ BRW_NEW_RASTERIZER_DISCARD,
.cache = CACHE_NEW_WM_PROG
},
.emit = upload_clip_state,