/* Add stream outputs. */
if (ctx.type == TGSI_PROCESSOR_VERTEX && so.num_outputs) {
- for (i = 0; i < so.num_outputs; i++) {
- struct r600_bytecode_output output;
+ unsigned so_gpr[PIPE_MAX_SHADER_OUTPUTS];
+ /* Sanity checking. */
+ if (so.num_outputs > PIPE_MAX_SHADER_OUTPUTS) {
+ R600_ERR("Too many stream outputs: %d\n", so.num_outputs);
+ r = -EINVAL;
+ goto out_err;
+ }
+ for (i = 0; i < so.num_outputs; i++) {
if (so.output[i].output_buffer >= 4) {
- R600_ERR("exceeded the max number of stream output buffers, got: %d\n",
+ R600_ERR("Exceeded the max number of stream output buffers, got: %d\n",
so.output[i].output_buffer);
r = -EINVAL;
goto out_err;
}
+ }
+
+ /* Initialize locations where the outputs are stored. */
+ for (i = 0; i < so.num_outputs; i++) {
+ so_gpr[i] = shader->output[so.output[i].register_index].gpr;
+
+ /* Lower outputs with dst_offset < start_component.
+ *
+ * We can only output 4D vectors with a write mask, e.g. we can
+ * only output the W component at offset 3, etc. If we want
+ * to store Y, Z, or W at buffer offset 0, we need to use MOV
+ * to move it to X and output X. */
if (so.output[i].dst_offset < so.output[i].start_component) {
- R600_ERR("stream_output - dst_offset cannot be less than start_component\n");
- r = -EINVAL;
- goto out_err;
+ unsigned tmp = r600_get_temp(&ctx);
+
+ for (j = 0; j < so.output[i].num_components; j++) {
+ struct r600_bytecode_alu alu;
+ memset(&alu, 0, sizeof(struct r600_bytecode_alu));
+ alu.inst = BC_INST(ctx.bc, V_SQ_ALU_WORD1_OP2_SQ_OP2_INST_MOV);
+ alu.src[0].sel = so_gpr[i];
+ alu.src[0].chan = so.output[i].start_component + j;
+
+ alu.dst.sel = tmp;
+ alu.dst.chan = j;
+ alu.dst.write = 1;
+ if (j == so.output[i].num_components - 1)
+ alu.last = 1;
+ r = r600_bytecode_add_alu(ctx.bc, &alu);
+ if (r)
+ return r;
+ }
+ so.output[i].start_component = 0;
+ so_gpr[i] = tmp;
}
+ }
+
+ /* Write outputs to buffers. */
+ for (i = 0; i < so.num_outputs; i++) {
+ struct r600_bytecode_output output;
memset(&output, 0, sizeof(struct r600_bytecode_output));
- output.gpr = shader->output[so.output[i].register_index].gpr;
+ output.gpr = so_gpr[i];
output.elem_size = 0;
output.array_base = so.output[i].dst_offset - so.output[i].start_component;
output.type = V_SQ_CF_ALLOC_EXPORT_WORD0_SQ_EXPORT_WRITE;