struct gl_context *ctx;
struct gl_shader_program *shader_prog;
struct brw_vertex_program *vp;
+ struct brw_vue_prog_data *prog_data;
vec4_visitor *v;
};
{
public:
cmod_propagation_vec4_visitor(struct brw_compiler *compiler,
- nir_shader *shader)
- : vec4_visitor(compiler, NULL, NULL, NULL, shader, NULL,
- false, -1) {}
+ nir_shader *shader,
+ struct brw_vue_prog_data *prog_data)
+ : vec4_visitor(compiler, NULL, NULL, prog_data, shader, NULL,
+ false, -1)
+ {
+ prog_data->dispatch_mode = DISPATCH_MODE_4X2_DUAL_OBJECT;
+ }
protected:
/* Dummy implementation for pure virtual methods */
ctx = (struct gl_context *)calloc(1, sizeof(*ctx));
compiler = (struct brw_compiler *)calloc(1, sizeof(*compiler));
devinfo = (struct brw_device_info *)calloc(1, sizeof(*devinfo));
+ prog_data = (struct brw_vue_prog_data *)calloc(1, sizeof(*prog_data));
compiler->devinfo = devinfo;
vp = ralloc(NULL, struct brw_vertex_program);
nir_shader *shader = nir_shader_create(NULL, MESA_SHADER_VERTEX, NULL);
- v = new cmod_propagation_vec4_visitor(compiler, shader);
+ v = new cmod_propagation_vec4_visitor(compiler, shader, prog_data);
_mesa_init_gl_program(&vp->program.Base, GL_VERTEX_SHADER, 0);
struct gl_context *ctx;
struct gl_shader_program *shader_prog;
struct brw_vertex_program *vp;
+ struct brw_vue_prog_data *prog_data;
vec4_visitor *v;
};
{
public:
copy_propagation_vec4_visitor(struct brw_compiler *compiler,
- nir_shader *shader)
- : vec4_visitor(compiler, NULL, NULL, NULL, shader, NULL,
+ nir_shader *shader,
+ struct brw_vue_prog_data *prog_data)
+ : vec4_visitor(compiler, NULL, NULL, prog_data, shader, NULL,
false /* no_spills */, -1)
{
+ prog_data->dispatch_mode = DISPATCH_MODE_4X2_DUAL_OBJECT;
}
protected:
ctx = (struct gl_context *)calloc(1, sizeof(*ctx));
compiler = (struct brw_compiler *)calloc(1, sizeof(*compiler));
devinfo = (struct brw_device_info *)calloc(1, sizeof(*devinfo));
+ prog_data = (struct brw_vue_prog_data *)calloc(1, sizeof(*prog_data));
compiler->devinfo = devinfo;
vp = ralloc(NULL, struct brw_vertex_program);
nir_shader *shader = nir_shader_create(NULL, MESA_SHADER_VERTEX, NULL);
- v = new copy_propagation_vec4_visitor(compiler, shader);
+ v = new copy_propagation_vec4_visitor(compiler, shader, prog_data);
_mesa_init_gl_program(&vp->program.Base, GL_VERTEX_SHADER, 0);
struct gl_context *ctx;
struct gl_shader_program *shader_prog;
struct brw_vertex_program *vp;
+ struct brw_vue_prog_data *prog_data;
vec4_visitor *v;
};
{
public:
register_coalesce_vec4_visitor(struct brw_compiler *compiler,
- nir_shader *shader)
- : vec4_visitor(compiler, NULL, NULL, NULL, shader, NULL,
+ nir_shader *shader,
+ struct brw_vue_prog_data *prog_data)
+ : vec4_visitor(compiler, NULL, NULL, prog_data, shader, NULL,
false /* no_spills */, -1)
{
+ prog_data->dispatch_mode = DISPATCH_MODE_4X2_DUAL_OBJECT;
}
protected:
ctx = (struct gl_context *)calloc(1, sizeof(*ctx));
compiler = (struct brw_compiler *)calloc(1, sizeof(*compiler));
devinfo = (struct brw_device_info *)calloc(1, sizeof(*devinfo));
+ prog_data = (struct brw_vue_prog_data *)calloc(1, sizeof(*prog_data));
compiler->devinfo = devinfo;
vp = ralloc(NULL, struct brw_vertex_program);
nir_shader *shader = nir_shader_create(NULL, MESA_SHADER_VERTEX, NULL);
- v = new register_coalesce_vec4_visitor(compiler, shader);
+ v = new register_coalesce_vec4_visitor(compiler, shader, prog_data);
_mesa_init_gl_program(&vp->program.Base, GL_VERTEX_SHADER, 0);