This will allow us to re-use it for precompiling geometry shaders.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
}
+void
+brw_vec4_setup_prog_key_for_precompile(struct gl_context *ctx,
+ struct brw_vec4_prog_key *key,
+ GLuint id, struct gl_program *prog)
+{
+ key->program_string_id = id;
+ key->clamp_vertex_color = ctx->API == API_OPENGL_COMPAT;
+
+ unsigned sampler_count = _mesa_fls(prog->SamplersUsed);
+ for (unsigned i = 0; i < sampler_count; i++) {
+ if (prog->ShadowSamplers & (1 << i)) {
+ /* Assume DEPTH_TEXTURE_MODE is the default: X, X, X, 1 */
+ key->tex.swizzles[i] =
+ MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_ONE);
+ } else {
+ /* Color sampler: assume no swizzling. */
+ key->tex.swizzles[i] = SWIZZLE_XYZW;
+ }
+ }
+}
+
+
bool
brw_vec4_prog_data_compare(const struct brw_vec4_prog_data *a,
const struct brw_vec4_prog_data *b)
extern "C" {
#endif
+void
+brw_vec4_setup_prog_key_for_precompile(struct gl_context *ctx,
+ struct brw_vec4_prog_key *key,
+ GLuint id, struct gl_program *prog);
bool brw_vec4_prog_data_compare(const struct brw_vec4_prog_data *a,
const struct brw_vec4_prog_data *b);
void brw_vec4_prog_data_free(const struct brw_vec4_prog_data *prog_data);
memset(&key, 0, sizeof(key));
- key.base.program_string_id = bvp->id;
- key.base.clamp_vertex_color = ctx->API == API_OPENGL_COMPAT;
-
- unsigned sampler_count = _mesa_fls(vp->Base.SamplersUsed);
- for (unsigned i = 0; i < sampler_count; i++) {
- if (vp->Base.ShadowSamplers & (1 << i)) {
- /* Assume DEPTH_TEXTURE_MODE is the default: X, X, X, 1 */
- key.base.tex.swizzles[i] =
- MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_ONE);
- } else {
- /* Color sampler: assume no swizzling. */
- key.base.tex.swizzles[i] = SWIZZLE_XYZW;
- }
- }
+ brw_vec4_setup_prog_key_for_precompile(ctx, &key.base, bvp->id, &vp->Base);
success = do_vs_prog(brw, prog, bvp, &key);