#include "util/ralloc.h"
+GLbitfield64
+brw_vs_outputs_written(struct brw_context *brw, struct brw_vs_prog_key *key,
+ GLbitfield64 user_varyings)
+{
+ GLbitfield64 outputs_written = user_varyings;
+
+ if (key->copy_edgeflag) {
+ outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE);
+ }
+
+ if (brw->gen < 6) {
+ /* Put dummy slots into the VUE for the SF to put the replaced
+ * point sprite coords in. We shouldn't need these dummy slots,
+ * which take up precious URB space, but it would mean that the SF
+ * doesn't get nice aligned pairs of input coords into output
+ * coords, which would be a pain to handle.
+ */
+ for (unsigned i = 0; i < 8; i++) {
+ if (key->point_coord_replace & (1 << i))
+ outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i);
+ }
+
+ /* if back colors are written, allocate slots for front colors too */
+ if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC0))
+ outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL0);
+ if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC1))
+ outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL1);
+ }
+
+ /* In order for legacy clipping to work, we need to populate the clip
+ * distance varying slots whenever clipping is enabled, even if the vertex
+ * shader doesn't write to gl_ClipDistance.
+ */
+ if (key->nr_userclip_plane_consts > 0) {
+ outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
+ outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
+ }
+
+ return outputs_written;
+}
+
bool
brw_codegen_vs_prog(struct brw_context *brw,
struct gl_shader_program *prog,
struct brw_vs_prog_data prog_data;
struct brw_stage_prog_data *stage_prog_data = &prog_data.base.base;
void *mem_ctx;
- int i;
struct brw_shader *vs = NULL;
bool start_busy = false;
double start_time = 0;
&prog_data.base.base);
}
- GLbitfield64 outputs_written = vp->program.Base.OutputsWritten;
+ GLbitfield64 outputs_written =
+ brw_vs_outputs_written(brw, key, vp->program.Base.OutputsWritten);
prog_data.inputs_read = vp->program.Base.InputsRead;
if (key->copy_edgeflag) {
- outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE);
prog_data.inputs_read |= VERT_BIT_EDGEFLAG;
}
((1 << vp->program.Base.CullDistanceArraySize) - 1) <<
vp->program.Base.ClipDistanceArraySize;
- if (brw->gen < 6) {
- /* Put dummy slots into the VUE for the SF to put the replaced
- * point sprite coords in. We shouldn't need these dummy slots,
- * which take up precious URB space, but it would mean that the SF
- * doesn't get nice aligned pairs of input coords into output
- * coords, which would be a pain to handle.
- */
- for (i = 0; i < 8; i++) {
- if (key->point_coord_replace & (1 << i))
- outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i);
- }
-
- /* if back colors are written, allocate slots for front colors too */
- if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC0))
- outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL0);
- if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC1))
- outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL1);
- }
-
- /* In order for legacy clipping to work, we need to populate the clip
- * distance varying slots whenever clipping is enabled, even if the vertex
- * shader doesn't write to gl_ClipDistance.
- */
- if (key->nr_userclip_plane_consts > 0) {
- outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
- outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
- }
-
brw_compute_vue_map(brw->intelScreen->devinfo,
&prog_data.base.vue_map, outputs_written,
prog ? prog->SeparateShader ||