*/
const unsigned *
brw_vs_emit(struct brw_context *brw,
- struct gl_shader_program *prog,
- struct brw_vs_compile *c,
- struct brw_vs_prog_data *prog_data,
void *mem_ctx,
+ const struct brw_vs_prog_key *key,
+ struct brw_vs_prog_data *prog_data,
+ struct gl_vertex_program *vp,
+ struct gl_shader_program *prog,
unsigned *final_assembly_size)
{
bool start_busy = false;
int st_index = -1;
if (INTEL_DEBUG & DEBUG_SHADER_TIME)
- st_index = brw_get_shader_time_index(brw, prog, &c->vp->program.Base,
- ST_VS);
+ st_index = brw_get_shader_time_index(brw, prog, &vp->Base, ST_VS);
if (unlikely(INTEL_DEBUG & DEBUG_VS))
- brw_dump_ir("vertex", prog, &shader->base, &c->vp->program.Base);
+ brw_dump_ir("vertex", prog, &shader->base, &vp->Base);
if (brw->intelScreen->compiler->scalar_vs) {
- if (!c->vp->program.Base.nir) {
+ if (!vp->Base.nir) {
/* Normally we generate NIR in LinkShader() or
* ProgramStringNotify(), but Mesa's fixed-function vertex program
* handling doesn't notify the driver at all. Just do it here, at
* the last minute, even though it's lame.
*/
- assert(c->vp->program.Base.Id == 0 && prog == NULL);
- c->vp->program.Base.nir =
- brw_create_nir(brw, NULL, &c->vp->program.Base, MESA_SHADER_VERTEX);
+ assert(vp->Base.Id == 0 && prog == NULL);
+ vp->Base.nir =
+ brw_create_nir(brw, NULL, &vp->Base, MESA_SHADER_VERTEX);
}
prog_data->base.dispatch_mode = DISPATCH_MODE_SIMD8;
fs_visitor v(brw->intelScreen->compiler, brw,
- mem_ctx, MESA_SHADER_VERTEX, &c->key,
- &prog_data->base.base, prog, &c->vp->program.Base,
+ mem_ctx, MESA_SHADER_VERTEX, key,
+ &prog_data->base.base, prog, &vp->Base,
8, st_index);
if (!v.run_vs(brw_select_clip_planes(&brw->ctx))) {
if (prog) {
}
fs_generator g(brw->intelScreen->compiler, brw,
- mem_ctx, (void *) &c->key, &prog_data->base.base,
- &c->vp->program.Base, v.promoted_constants,
+ mem_ctx, (void *) key, &prog_data->base.base,
+ &vp->Base, v.promoted_constants,
v.runtime_check_aads_emit, "VS");
if (INTEL_DEBUG & DEBUG_VS) {
char *name;
prog->Name);
} else {
name = ralloc_asprintf(mem_ctx, "vertex program %d",
- c->vp->program.Base.Id);
+ vp->Base.Id);
}
g.enable_debug(name);
}
if (!assembly) {
prog_data->base.dispatch_mode = DISPATCH_MODE_4X2_DUAL_OBJECT;
- vec4_vs_visitor v(brw->intelScreen->compiler, brw, &c->key, prog_data,
- &c->vp->program, prog, mem_ctx, st_index,
+ vec4_vs_visitor v(brw->intelScreen->compiler, brw, key, prog_data,
+ vp, prog, mem_ctx, st_index,
!_mesa_is_gles3(&brw->ctx));
if (!v.run(brw_select_clip_planes(&brw->ctx))) {
if (prog) {
}
vec4_generator g(brw->intelScreen->compiler, brw,
- prog, &c->vp->program.Base, &prog_data->base,
+ prog, &vp->Base, &prog_data->base,
mem_ctx, INTEL_DEBUG & DEBUG_VS, "vertex", "VS");
assembly = g.generate_assembly(v.cfg, final_assembly_size);
}
if (unlikely(brw->perf_debug) && shader) {
if (shader->compiled_once) {
- brw_vs_debug_recompile(brw, prog, &c->key);
+ brw_vs_debug_recompile(brw, prog, key);
}
if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
perf_debug("VS compile took %.03f ms and stalled the GPU\n",
{
GLuint program_size;
const GLuint *program;
- struct brw_vs_compile c;
struct brw_vs_prog_data prog_data;
struct brw_stage_prog_data *stage_prog_data = &prog_data.base.base;
void *mem_ctx;
if (prog)
vs = prog->_LinkedShaders[MESA_SHADER_VERTEX];
- memset(&c, 0, sizeof(c));
- memcpy(&c.key, key, sizeof(*key));
memset(&prog_data, 0, sizeof(prog_data));
/* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
mem_ctx = ralloc_context(NULL);
- c.vp = vp;
-
/* Allocate the references to the uniforms that will end up in the
* prog_data associated with the compiled program, and which will be freed
* by the state cache.
/* vec4_visitor::setup_uniform_clipplane_values() also uploads user clip
* planes as uniforms.
*/
- param_count += c.key.base.nr_userclip_plane_consts * 4;
+ param_count += key->base.nr_userclip_plane_consts * 4;
stage_prog_data->param =
rzalloc_array(NULL, const gl_constant_value *, param_count);
GLbitfield64 outputs_written = vp->program.Base.OutputsWritten;
prog_data.inputs_read = vp->program.Base.InputsRead;
- if (c.key.copy_edgeflag) {
+ if (key->copy_edgeflag) {
outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE);
prog_data.inputs_read |= VERT_BIT_EDGEFLAG;
}
* coords, which would be a pain to handle.
*/
for (i = 0; i < 8; i++) {
- if (c.key.point_coord_replace & (1 << i))
+ if (key->point_coord_replace & (1 << i))
outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i);
}
* distance varying slots whenever clipping is enabled, even if the vertex
* shader doesn't write to gl_ClipDistance.
*/
- if (c.key.base.userclip_active) {
+ if (key->base.userclip_active) {
outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
}
&prog_data.base.vue_map, outputs_written);
if (0) {
- _mesa_fprint_program_opt(stderr, &c.vp->program.Base, PROG_PRINT_DEBUG,
+ _mesa_fprint_program_opt(stderr, &vp->program.Base, PROG_PRINT_DEBUG,
true);
}
/* Emit GEN4 code.
*/
- program = brw_vs_emit(brw, prog, &c, &prog_data, mem_ctx, &program_size);
+ program = brw_vs_emit(brw, mem_ctx, key, &prog_data,
+ &vp->program, prog, &program_size);
if (program == NULL) {
ralloc_free(mem_ctx);
return false;
}
brw_upload_cache(&brw->cache, BRW_CACHE_VS_PROG,
- &c.key, sizeof(c.key),
+ key, sizeof(struct brw_vs_prog_key),
program, program_size,
&prog_data, sizeof(prog_data),
&brw->vs.base.prog_offset, &brw->vs.prog_data);