emit(MOV(dst_reg(this->vertex_output_offset), brw_imm_d(offset)));
memcpy(data.reladdr, &this->vertex_output_offset, sizeof(src_reg));
data.type = output_reg[varying][0].type;
-
- /* PSIZ, LAYER and VIEWPORT are packed in different channels of the
- * same slot, so make sure we write the appropriate channel
- */
- if (varying == VARYING_SLOT_PSIZ)
- data.swizzle = BRW_SWIZZLE_WWWW;
- else if (varying == VARYING_SLOT_LAYER)
- data.swizzle = BRW_SWIZZLE_YYYY;
- else if (varying == VARYING_SLOT_VIEWPORT)
- data.swizzle = BRW_SWIZZLE_ZZZZ;
- else
- data.swizzle = gs_prog_data->transform_feedback_swizzles[binding];
+ data.swizzle = gs_prog_data->transform_feedback_swizzles[binding];
/* Write data */
inst = emit(GS_OPCODE_SVB_WRITE, mrf_reg, data, sol_temp);
#include "compiler/glsl/ir_optimization.h"
#include "compiler/glsl/program.h"
#include "program/program.h"
+#include "main/mtypes.h"
#include "main/shaderapi.h"
#include "main/shaderobj.h"
#include "main/uniforms.h"
}
}
+static void
+update_xfb_info(struct gl_transform_feedback_info *xfb_info)
+{
+ if (!xfb_info)
+ return;
+
+ for (unsigned i = 0; i < xfb_info->NumOutputs; i++) {
+ struct gl_transform_feedback_output *output = &xfb_info->Outputs[i];
+
+ /* The VUE header contains three scalar fields packed together:
+ * - gl_PointSize is stored in VARYING_SLOT_PSIZ.w
+ * - gl_Layer is stored in VARYING_SLOT_PSIZ.y
+ * - gl_ViewportIndex is stored in VARYING_SLOT_PSIZ.z
+ */
+ switch (output->OutputRegister) {
+ case VARYING_SLOT_LAYER:
+ assert(output->NumComponents == 1);
+ output->OutputRegister = VARYING_SLOT_PSIZ;
+ output->ComponentOffset = 1;
+ break;
+ case VARYING_SLOT_VIEWPORT:
+ assert(output->NumComponents == 1);
+ output->OutputRegister = VARYING_SLOT_PSIZ;
+ output->ComponentOffset = 2;
+ break;
+ case VARYING_SLOT_PSIZ:
+ assert(output->NumComponents == 1);
+ output->ComponentOffset = 3;
+ break;
+ }
+ }
+}
+
extern "C" GLboolean
brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
{
prog->ShadowSamplers = shader->shadow_samplers;
_mesa_update_shader_textures_used(shProg, prog);
+ update_xfb_info(prog->sh.LinkedTransformFeedback);
+
bool debug_enabled =
(INTEL_DEBUG & intel_debug_flag_for_shader_stage(shader->Stage));
unsigned decl_buffer_slot = buffer;
assert(stream_id < MAX_VERTEX_STREAMS);
- /* gl_PointSize is stored in VARYING_SLOT_PSIZ.w
- * gl_Layer is stored in VARYING_SLOT_PSIZ.y
- * gl_ViewportIndex is stored in VARYING_SLOT_PSIZ.z
- */
- if (varying == VARYING_SLOT_PSIZ) {
- assert(components == 1);
- component_mask <<= 3;
- } else if (varying == VARYING_SLOT_LAYER) {
- assert(components == 1);
- component_mask <<= 1;
- } else if (varying == VARYING_SLOT_VIEWPORT) {
- assert(components == 1);
- component_mask <<= 2;
- } else {
- component_mask <<= linked_xfb_info->Outputs[i].ComponentOffset;
- }
+ component_mask <<= linked_xfb_info->Outputs[i].ComponentOffset;
buffer_mask[stream_id] |= 1 << buffer;
+ assert(vue_map->varying_to_slot[varying] >= 0);
+
decl.OutputBufferSlot = decl_buffer_slot;
- if (varying == VARYING_SLOT_LAYER || varying == VARYING_SLOT_VIEWPORT) {
- decl.RegisterIndex = vue_map->varying_to_slot[VARYING_SLOT_PSIZ];
- } else {
- assert(vue_map->varying_to_slot[varying] >= 0);
- decl.RegisterIndex = vue_map->varying_to_slot[varying];
- }
+ decl.RegisterIndex = vue_map->varying_to_slot[varying];
decl.ComponentMask = component_mask;
/* Mesa doesn't store entries for gl_SkipComponents in the Outputs[]