const struct brw_wm_prog_data *wm_prog_data = &pipeline->wm_prog_data;
- /* TODO: We should clean this up. Among other things, this is mostly
- * shared with other gens.
- */
- const struct brw_vue_map *fs_input_map;
- if (pipeline->gs_kernel == NO_KERNEL)
- fs_input_map = &vue_prog_data->vue_map;
- else
- fs_input_map = &gs_prog_data->base.vue_map;
-
- struct GENX(3DSTATE_SBE_SWIZ) swiz = {
- GENX(3DSTATE_SBE_SWIZ_header),
- };
+ const int num_thread_bias = ANV_GEN == 8 ? 2 : 1;
+ if (pipeline->ps_ksp0 == NO_KERNEL) {
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS));
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS_EXTRA),
+ .PixelShaderValid = false);
+ } else {
+ /* TODO: We should clean this up. Among other things, this is mostly
+ * shared with other gens.
+ */
+ const struct brw_vue_map *fs_input_map;
+ if (pipeline->gs_kernel == NO_KERNEL)
+ fs_input_map = &vue_prog_data->vue_map;
+ else
+ fs_input_map = &gs_prog_data->base.vue_map;
+
+ struct GENX(3DSTATE_SBE_SWIZ) swiz = {
+ GENX(3DSTATE_SBE_SWIZ_header),
+ };
- int max_source_attr = 0;
- for (int attr = 0; attr < VARYING_SLOT_MAX; attr++) {
- int input_index = wm_prog_data->urb_setup[attr];
-
- if (input_index < 0)
- continue;
-
- int source_attr = fs_input_map->varying_to_slot[attr];
- max_source_attr = MAX2(max_source_attr, source_attr);
-
- if (input_index >= 16)
- continue;
-
- if (source_attr == -1) {
- /* This attribute does not exist in the VUE--that means that the
- * vertex shader did not write to it. It could be that it's a
- * regular varying read by the fragment shader but not written by the
- * vertex shader or it's gl_PrimitiveID. In the first case the value
- * is undefined, in the second it needs to be gl_PrimitiveID.
- */
- swiz.Attribute[input_index].ConstantSource = PRIM_ID;
- swiz.Attribute[input_index].ComponentOverrideX = true;
- swiz.Attribute[input_index].ComponentOverrideY = true;
- swiz.Attribute[input_index].ComponentOverrideZ = true;
- swiz.Attribute[input_index].ComponentOverrideW = true;
- } else {
- /* We have to subtract two slots to accout for the URB entry output
- * read offset in the VS and GS stages.
- */
- swiz.Attribute[input_index].SourceAttribute = source_attr - 2;
+ int max_source_attr = 0;
+ for (int attr = 0; attr < VARYING_SLOT_MAX; attr++) {
+ int input_index = wm_prog_data->urb_setup[attr];
+
+ if (input_index < 0)
+ continue;
+
+ int source_attr = fs_input_map->varying_to_slot[attr];
+ max_source_attr = MAX2(max_source_attr, source_attr);
+
+ if (input_index >= 16)
+ continue;
+
+ if (source_attr == -1) {
+ /* This attribute does not exist in the VUE--that means that the
+ * vertex shader did not write to it. It could be that it's a
+ * regular varying read by the fragment shader but not written by
+ * the vertex shader or it's gl_PrimitiveID. In the first case the
+ * value is undefined, in the second it needs to be
+ * gl_PrimitiveID.
+ */
+ swiz.Attribute[input_index].ConstantSource = PRIM_ID;
+ swiz.Attribute[input_index].ComponentOverrideX = true;
+ swiz.Attribute[input_index].ComponentOverrideY = true;
+ swiz.Attribute[input_index].ComponentOverrideZ = true;
+ swiz.Attribute[input_index].ComponentOverrideW = true;
+ } else {
+ /* We have to subtract two slots to accout for the URB entry output
+ * read offset in the VS and GS stages.
+ */
+ swiz.Attribute[input_index].SourceAttribute = source_attr - 2;
+ }
}
- }
- anv_batch_emit(&pipeline->batch, GENX(3DSTATE_SBE),
- .AttributeSwizzleEnable = true,
- .ForceVertexURBEntryReadLength = false,
- .ForceVertexURBEntryReadOffset = false,
- .VertexURBEntryReadLength = DIV_ROUND_UP(max_source_attr + 1, 2),
- .PointSpriteTextureCoordinateOrigin = UPPERLEFT,
- .NumberofSFOutputAttributes =
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_SBE),
+ .AttributeSwizzleEnable = true,
+ .ForceVertexURBEntryReadLength = false,
+ .ForceVertexURBEntryReadOffset = false,
+ .VertexURBEntryReadLength =
+ DIV_ROUND_UP(max_source_attr + 1, 2),
+ .PointSpriteTextureCoordinateOrigin = UPPERLEFT,
+ .NumberofSFOutputAttributes =
wm_prog_data->num_varying_inputs,
#if ANV_GEN >= 9
- .Attribute0ActiveComponentFormat = ACF_XYZW,
- .Attribute1ActiveComponentFormat = ACF_XYZW,
- .Attribute2ActiveComponentFormat = ACF_XYZW,
- .Attribute3ActiveComponentFormat = ACF_XYZW,
- .Attribute4ActiveComponentFormat = ACF_XYZW,
- .Attribute5ActiveComponentFormat = ACF_XYZW,
- .Attribute6ActiveComponentFormat = ACF_XYZW,
- .Attribute7ActiveComponentFormat = ACF_XYZW,
- .Attribute8ActiveComponentFormat = ACF_XYZW,
- .Attribute9ActiveComponentFormat = ACF_XYZW,
- .Attribute10ActiveComponentFormat = ACF_XYZW,
- .Attribute11ActiveComponentFormat = ACF_XYZW,
- .Attribute12ActiveComponentFormat = ACF_XYZW,
- .Attribute13ActiveComponentFormat = ACF_XYZW,
- .Attribute14ActiveComponentFormat = ACF_XYZW,
- .Attribute15ActiveComponentFormat = ACF_XYZW,
- /* wow, much field, very attribute */
- .Attribute16ActiveComponentFormat = ACF_XYZW,
- .Attribute17ActiveComponentFormat = ACF_XYZW,
- .Attribute18ActiveComponentFormat = ACF_XYZW,
- .Attribute19ActiveComponentFormat = ACF_XYZW,
- .Attribute20ActiveComponentFormat = ACF_XYZW,
- .Attribute21ActiveComponentFormat = ACF_XYZW,
- .Attribute22ActiveComponentFormat = ACF_XYZW,
- .Attribute23ActiveComponentFormat = ACF_XYZW,
- .Attribute24ActiveComponentFormat = ACF_XYZW,
- .Attribute25ActiveComponentFormat = ACF_XYZW,
- .Attribute26ActiveComponentFormat = ACF_XYZW,
- .Attribute27ActiveComponentFormat = ACF_XYZW,
- .Attribute28ActiveComponentFormat = ACF_XYZW,
- .Attribute29ActiveComponentFormat = ACF_XYZW,
- .Attribute28ActiveComponentFormat = ACF_XYZW,
- .Attribute29ActiveComponentFormat = ACF_XYZW,
- .Attribute30ActiveComponentFormat = ACF_XYZW,
+ .Attribute0ActiveComponentFormat = ACF_XYZW,
+ .Attribute1ActiveComponentFormat = ACF_XYZW,
+ .Attribute2ActiveComponentFormat = ACF_XYZW,
+ .Attribute3ActiveComponentFormat = ACF_XYZW,
+ .Attribute4ActiveComponentFormat = ACF_XYZW,
+ .Attribute5ActiveComponentFormat = ACF_XYZW,
+ .Attribute6ActiveComponentFormat = ACF_XYZW,
+ .Attribute7ActiveComponentFormat = ACF_XYZW,
+ .Attribute8ActiveComponentFormat = ACF_XYZW,
+ .Attribute9ActiveComponentFormat = ACF_XYZW,
+ .Attribute10ActiveComponentFormat = ACF_XYZW,
+ .Attribute11ActiveComponentFormat = ACF_XYZW,
+ .Attribute12ActiveComponentFormat = ACF_XYZW,
+ .Attribute13ActiveComponentFormat = ACF_XYZW,
+ .Attribute14ActiveComponentFormat = ACF_XYZW,
+ .Attribute15ActiveComponentFormat = ACF_XYZW,
+ /* wow, much field, very attribute */
+ .Attribute16ActiveComponentFormat = ACF_XYZW,
+ .Attribute17ActiveComponentFormat = ACF_XYZW,
+ .Attribute18ActiveComponentFormat = ACF_XYZW,
+ .Attribute19ActiveComponentFormat = ACF_XYZW,
+ .Attribute20ActiveComponentFormat = ACF_XYZW,
+ .Attribute21ActiveComponentFormat = ACF_XYZW,
+ .Attribute22ActiveComponentFormat = ACF_XYZW,
+ .Attribute23ActiveComponentFormat = ACF_XYZW,
+ .Attribute24ActiveComponentFormat = ACF_XYZW,
+ .Attribute25ActiveComponentFormat = ACF_XYZW,
+ .Attribute26ActiveComponentFormat = ACF_XYZW,
+ .Attribute27ActiveComponentFormat = ACF_XYZW,
+ .Attribute28ActiveComponentFormat = ACF_XYZW,
+ .Attribute29ActiveComponentFormat = ACF_XYZW,
+ .Attribute28ActiveComponentFormat = ACF_XYZW,
+ .Attribute29ActiveComponentFormat = ACF_XYZW,
+ .Attribute30ActiveComponentFormat = ACF_XYZW,
#endif
- );
+ );
- uint32_t *dw = anv_batch_emit_dwords(&pipeline->batch,
- GENX(3DSTATE_SBE_SWIZ_length));
- GENX(3DSTATE_SBE_SWIZ_pack)(&pipeline->batch, dw, &swiz);
+ uint32_t *dw = anv_batch_emit_dwords(&pipeline->batch,
+ GENX(3DSTATE_SBE_SWIZ_length));
+ GENX(3DSTATE_SBE_SWIZ_pack)(&pipeline->batch, dw, &swiz);
- const int num_thread_bias = ANV_GEN == 8 ? 2 : 1;
- anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS),
- .KernelStartPointer0 = pipeline->ps_ksp0,
-
- .SingleProgramFlow = false,
- .VectorMaskEnable = true,
- .SamplerCount = 1,
-
- .ScratchSpaceBasePointer = pipeline->scratch_start[MESA_SHADER_FRAGMENT],
- .PerThreadScratchSpace = ffs(wm_prog_data->base.total_scratch / 2048),
-
- .MaximumNumberofThreadsPerPSD = 64 - num_thread_bias,
- .PositionXYOffsetSelect = wm_prog_data->uses_pos_offset ?
- POSOFFSET_SAMPLE: POSOFFSET_NONE,
- .PushConstantEnable = wm_prog_data->base.nr_params > 0,
- ._8PixelDispatchEnable = pipeline->ps_simd8 != NO_KERNEL,
- ._16PixelDispatchEnable = pipeline->ps_simd16 != NO_KERNEL,
- ._32PixelDispatchEnable = false,
-
- .DispatchGRFStartRegisterForConstantSetupData0 = pipeline->ps_grf_start0,
- .DispatchGRFStartRegisterForConstantSetupData1 = 0,
- .DispatchGRFStartRegisterForConstantSetupData2 = pipeline->ps_grf_start2,
-
- .KernelStartPointer1 = 0,
- .KernelStartPointer2 = pipeline->ps_ksp2);
-
- bool per_sample_ps = false;
- anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS_EXTRA),
- .PixelShaderValid = true,
- .PixelShaderKillsPixel = wm_prog_data->uses_kill,
- .PixelShaderComputedDepthMode = wm_prog_data->computed_depth_mode,
- .AttributeEnable = wm_prog_data->num_varying_inputs > 0,
- .oMaskPresenttoRenderTarget = wm_prog_data->uses_omask,
- .PixelShaderIsPerSample = per_sample_ps,
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS),
+ .KernelStartPointer0 = pipeline->ps_ksp0,
+
+ .SingleProgramFlow = false,
+ .VectorMaskEnable = true,
+ .SamplerCount = 1,
+
+ .ScratchSpaceBasePointer = pipeline->scratch_start[MESA_SHADER_FRAGMENT],
+ .PerThreadScratchSpace = ffs(wm_prog_data->base.total_scratch / 2048),
+
+ .MaximumNumberofThreadsPerPSD = 64 - num_thread_bias,
+ .PositionXYOffsetSelect = wm_prog_data->uses_pos_offset ?
+ POSOFFSET_SAMPLE: POSOFFSET_NONE,
+ .PushConstantEnable = wm_prog_data->base.nr_params > 0,
+ ._8PixelDispatchEnable = pipeline->ps_simd8 != NO_KERNEL,
+ ._16PixelDispatchEnable = pipeline->ps_simd16 != NO_KERNEL,
+ ._32PixelDispatchEnable = false,
+
+ .DispatchGRFStartRegisterForConstantSetupData0 = pipeline->ps_grf_start0,
+ .DispatchGRFStartRegisterForConstantSetupData1 = 0,
+ .DispatchGRFStartRegisterForConstantSetupData2 = pipeline->ps_grf_start2,
+
+ .KernelStartPointer1 = 0,
+ .KernelStartPointer2 = pipeline->ps_ksp2);
+
+ bool per_sample_ps = false;
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS_EXTRA),
+ .PixelShaderValid = true,
+ .PixelShaderKillsPixel = wm_prog_data->uses_kill,
+ .PixelShaderComputedDepthMode = wm_prog_data->computed_depth_mode,
+ .AttributeEnable = wm_prog_data->num_varying_inputs > 0,
+ .oMaskPresenttoRenderTarget = wm_prog_data->uses_omask,
+ .PixelShaderIsPerSample = per_sample_ps,
#if ANV_GEN >= 9
- .PixelShaderPullsBary = wm_prog_data->pulls_bary,
- .InputCoverageMaskState = ICMS_NONE
+ .PixelShaderPullsBary = wm_prog_data->pulls_bary,
+ .InputCoverageMaskState = ICMS_NONE
#endif
- );
+ );
+ }
*pPipeline = anv_pipeline_to_handle(pipeline);