This will allow the generic parts to be re-used for geometry shaders.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
vec4_visitor::spill_reg(int spill_reg_nr)
{
assert(virtual_grf_sizes[spill_reg_nr] == 1);
- unsigned int spill_offset = c->last_scratch++;
+ unsigned int spill_offset = c->base.last_scratch++;
/* Generate spill/unspill instructions for the objects being spilled. */
foreach_list(node, &this->instructions) {
if (inst->dst.file == GRF && inst->dst.reladdr &&
scratch_loc[inst->dst.reg] == -1) {
- scratch_loc[inst->dst.reg] = c->last_scratch;
- c->last_scratch += this->virtual_grf_sizes[inst->dst.reg];
+ scratch_loc[inst->dst.reg] = c->base.last_scratch;
+ c->base.last_scratch += this->virtual_grf_sizes[inst->dst.reg];
}
for (int i = 0 ; i < 3; i++) {
if (src->file == GRF && src->reladdr &&
scratch_loc[src->reg] == -1) {
- scratch_loc[src->reg] = c->last_scratch;
- c->last_scratch += this->virtual_grf_sizes[src->reg];
+ scratch_loc[src->reg] = c->base.last_scratch;
+ c->base.last_scratch += this->virtual_grf_sizes[src->reg];
}
}
}
}
/* Scratch space is used for register spilling */
- if (c.last_scratch) {
+ if (c.base.last_scratch) {
perf_debug("Vertex shader triggered register spilling. "
"Try reducing the number of live vec4 values to "
"improve performance.\n");
- prog_data.total_scratch = brw_get_scratch_size(c.last_scratch*REG_SIZE);
+ prog_data.total_scratch = brw_get_scratch_size(c.base.last_scratch*REG_SIZE);
brw_get_scratch_bo(intel, &brw->vs.scratch_bo,
prog_data.total_scratch * brw->max_vs_threads);
};
+struct brw_vec4_compile {
+ GLuint last_scratch; /**< measured in 32-byte (register size) units */
+};
+
+
struct brw_vs_compile {
+ struct brw_vec4_compile base;
struct brw_vs_prog_key key;
struct brw_vertex_program *vp;
-
- GLuint last_scratch; /**< measured in 32-byte (register size) units */
};
const unsigned *brw_vs_emit(struct brw_context *brw,