These will be used by the on disk shader cache.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
brw_dump_ir(const char *stage, struct gl_shader_program *shader_prog,
struct gl_linked_shader *shader, struct gl_program *prog);
-void brw_upload_tcs_prog(struct brw_context *brw,
- uint64_t per_vertex_slots, uint32_t per_patch_slots);
-void brw_upload_tes_prog(struct brw_context *brw,
- uint64_t per_vertex_slots, uint32_t per_patch_slots);
+void brw_upload_tcs_prog(struct brw_context *brw);
+void brw_tcs_populate_key(struct brw_context *brw,
+ struct brw_tcs_prog_key *key);
+void brw_upload_tes_prog(struct brw_context *brw);
+void brw_tes_populate_key(struct brw_context *brw,
+ struct brw_tes_prog_key *key);
#ifdef __cplusplus
} /* extern "C" */
brw_upload_tess_programs(struct brw_context *brw)
{
if (brw->tess_eval_program) {
- uint64_t per_vertex_slots = brw->tess_eval_program->Base.InputsRead;
- uint32_t per_patch_slots =
- brw->tess_eval_program->Base.PatchInputsRead;
-
- /* The TCS may have additional outputs which aren't read by the
- * TES (possibly for cross-thread communication). These need to
- * be stored in the Patch URB Entry as well.
- */
- if (brw->tess_ctrl_program) {
- per_vertex_slots |= brw->tess_ctrl_program->Base.OutputsWritten;
- per_patch_slots |=
- brw->tess_ctrl_program->Base.PatchOutputsWritten;
- }
-
- brw_upload_tcs_prog(brw, per_vertex_slots, per_patch_slots);
- brw_upload_tes_prog(brw, per_vertex_slots, per_patch_slots);
+ brw_upload_tcs_prog(brw);
+ brw_upload_tes_prog(brw);
} else {
brw->tcs.prog_data = NULL;
brw->tcs.base.prog_data = NULL;
return true;
}
-
void
-brw_upload_tcs_prog(struct brw_context *brw,
- uint64_t per_vertex_slots,
- uint32_t per_patch_slots)
+brw_tcs_populate_key(struct brw_context *brw,
+ struct brw_tcs_prog_key *key)
{
- struct gl_context *ctx = &brw->ctx;
- struct gl_shader_program **current = ctx->_Shader->CurrentProgram;
- struct brw_stage_state *stage_state = &brw->tcs.base;
- struct brw_tcs_prog_key key;
- /* BRW_NEW_TESS_PROGRAMS */
+ uint64_t per_vertex_slots = brw->tess_eval_program->Base.InputsRead;
+ uint32_t per_patch_slots = brw->tess_eval_program->Base.PatchInputsRead;
+
struct brw_tess_ctrl_program *tcp =
(struct brw_tess_ctrl_program *) brw->tess_ctrl_program;
struct brw_tess_eval_program *tep =
(struct brw_tess_eval_program *) brw->tess_eval_program;
- assert(tep);
-
- if (!brw_state_dirty(brw,
- _NEW_TEXTURE,
- BRW_NEW_PATCH_PRIMITIVE |
- BRW_NEW_TESS_PROGRAMS))
- return;
-
struct gl_program *prog = &tcp->program.Base;
- memset(&key, 0, sizeof(key));
+ memset(key, 0, sizeof(*key));
+
+ if (brw->tess_ctrl_program) {
+ per_vertex_slots |= brw->tess_ctrl_program->Base.OutputsWritten;
+ per_patch_slots |= brw->tess_ctrl_program->Base.PatchOutputsWritten;
+ }
if (brw->gen < 8 || !tcp)
- key.input_vertices = ctx->TessCtrlProgram.patch_vertices;
- key.outputs_written = per_vertex_slots;
- key.patch_outputs_written = per_patch_slots;
+ key->input_vertices = brw->ctx.TessCtrlProgram.patch_vertices;
+ key->outputs_written = per_vertex_slots;
+ key->patch_outputs_written = per_patch_slots;
/* We need to specialize our code generation for tessellation levels
* based on the domain the DS is expecting to tessellate.
*/
- key.tes_primitive_mode = tep->program.PrimitiveMode;
- key.quads_workaround = brw->gen < 9 &&
- tep->program.PrimitiveMode == GL_QUADS &&
- tep->program.Spacing == GL_EQUAL;
+ key->tes_primitive_mode = tep->program.PrimitiveMode;
+ key->quads_workaround = brw->gen < 9 &&
+ tep->program.PrimitiveMode == GL_QUADS &&
+ tep->program.Spacing == GL_EQUAL;
if (tcp) {
- key.program_string_id = tcp->id;
+ key->program_string_id = tcp->id;
/* _NEW_TEXTURE */
- brw_populate_sampler_prog_key_data(ctx, prog, &key.tex);
+ brw_populate_sampler_prog_key_data(&brw->ctx, prog, &key->tex);
} else {
- key.outputs_written = tep->program.Base.InputsRead;
+ key->outputs_written = tep->program.Base.InputsRead;
}
+}
+
+void
+brw_upload_tcs_prog(struct brw_context *brw)
+{
+ struct gl_shader_program **current = brw->ctx._Shader->CurrentProgram;
+ struct brw_stage_state *stage_state = &brw->tcs.base;
+ struct brw_tcs_prog_key key;
+ /* BRW_NEW_TESS_PROGRAMS */
+ struct brw_tess_ctrl_program *tcp =
+ (struct brw_tess_ctrl_program *) brw->tess_ctrl_program;
+ struct brw_tess_eval_program *tep =
+ (struct brw_tess_eval_program *) brw->tess_eval_program;
+ assert(tep);
+
+ if (!brw_state_dirty(brw,
+ _NEW_TEXTURE,
+ BRW_NEW_PATCH_PRIMITIVE |
+ BRW_NEW_TESS_PROGRAMS))
+ return;
+ brw_tcs_populate_key(brw, &key);
if (!brw_search_cache(&brw->cache, BRW_CACHE_TCS_PROG,
&key, sizeof(key),
return true;
}
-
void
-brw_upload_tes_prog(struct brw_context *brw,
- uint64_t per_vertex_slots,
- uint32_t per_patch_slots)
+brw_tes_populate_key(struct brw_context *brw,
+ struct brw_tes_prog_key *key)
{
- struct gl_context *ctx = &brw->ctx;
- struct gl_shader_program **current = ctx->_Shader->CurrentProgram;
- struct brw_stage_state *stage_state = &brw->tes.base;
- struct brw_tes_prog_key key;
- /* BRW_NEW_TESS_PROGRAMS */
- struct brw_tess_eval_program *tep =
- (struct brw_tess_eval_program *) brw->tess_eval_program;
- if (!brw_state_dirty(brw,
- _NEW_TEXTURE,
- BRW_NEW_TESS_PROGRAMS))
- return;
+ uint64_t per_vertex_slots = brw->tess_eval_program->Base.InputsRead;
+ uint32_t per_patch_slots = brw->tess_eval_program->Base.PatchInputsRead;
+ struct brw_tess_eval_program *tep =
+ (struct brw_tess_eval_program *) brw->tess_eval_program;
struct gl_program *prog = &tep->program.Base;
- memset(&key, 0, sizeof(key));
+ memset(key, 0, sizeof(*key));
- key.program_string_id = tep->id;
+ key->program_string_id = tep->id;
+
+ /* The TCS may have additional outputs which aren't read by the
+ * TES (possibly for cross-thread communication). These need to
+ * be stored in the Patch URB Entry as well.
+ */
+ if (brw->tess_ctrl_program) {
+ per_vertex_slots |= brw->tess_ctrl_program->Base.OutputsWritten;
+ per_patch_slots |= brw->tess_ctrl_program->Base.PatchOutputsWritten;
+ }
/* Ignore gl_TessLevelInner/Outer - we treat them as system values,
* not inputs, and they're always present in the URB entry regardless
* of whether or not we read them.
*/
- key.inputs_read = per_vertex_slots &
+ key->inputs_read = per_vertex_slots &
~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
- key.patch_inputs_read = per_patch_slots;
+ key->patch_inputs_read = per_patch_slots;
/* _NEW_TEXTURE */
- brw_populate_sampler_prog_key_data(ctx, prog, &key.tex);
+ brw_populate_sampler_prog_key_data(&brw->ctx, prog, &key->tex);
+}
+
+void
+brw_upload_tes_prog(struct brw_context *brw)
+{
+ struct gl_shader_program **current = brw->ctx._Shader->CurrentProgram;
+ struct brw_stage_state *stage_state = &brw->tes.base;
+ struct brw_tes_prog_key key;
+ /* BRW_NEW_TESS_PROGRAMS */
+ struct brw_tess_eval_program *tep =
+ (struct brw_tess_eval_program *) brw->tess_eval_program;
+
+ if (!brw_state_dirty(brw,
+ _NEW_TEXTURE,
+ BRW_NEW_TESS_PROGRAMS))
+ return;
+
+ brw_tes_populate_key(brw, &key);
if (!brw_search_cache(&brw->cache, BRW_CACHE_TES_PROG,
&key, sizeof(key),