gallium: store edgflag info in tgsi_shader_info
authorRoland Scheidegger <sroland@vmware.com>
Fri, 18 Dec 2009 22:53:25 +0000 (23:53 +0100)
committerRoland Scheidegger <sroland@vmware.com>
Fri, 18 Dec 2009 22:53:25 +0000 (23:53 +0100)
provides easier access for drivers which may base fallback decision on this

src/gallium/auxiliary/tgsi/tgsi_scan.c
src/gallium/auxiliary/tgsi/tgsi_scan.h

index a5d2db04ec1f8f8c2302c024848269ccf3b7115f..ebee000c06e0346ac15b7370d7bd284f7a3a520c 100644 (file)
@@ -138,15 +138,19 @@ tgsi_scan_shader(const struct tgsi_token *tokens,
                   info->output_semantic_name[reg] = (ubyte)fulldecl->Semantic.Name;
                   info->output_semantic_index[reg] = (ubyte)fulldecl->Semantic.Index;
                   info->num_outputs++;
-               }
 
-               /* special case */
-               if (procType == TGSI_PROCESSOR_FRAGMENT &&
-                   file == TGSI_FILE_OUTPUT &&
-                   fulldecl->Semantic.Name == TGSI_SEMANTIC_POSITION) {
-                  info->writes_z = TRUE;
+                  /* extra info for special outputs */
+                  if (procType == TGSI_PROCESSOR_FRAGMENT &&
+                      fulldecl->Semantic.Name == TGSI_SEMANTIC_POSITION) {
+                     info->writes_z = TRUE;
+                  }
+                  if (procType == TGSI_PROCESSOR_VERTEX &&
+                      fulldecl->Semantic.Name == TGSI_SEMANTIC_EDGEFLAG) {
+                     info->writes_edgeflag = TRUE;
+                  }
                }
-            }
+
+             }
          }
          break;
 
index 8a7ee0c7e4f1f1e2e69f159586f45d0a8cd28018..3ce0e88e4c6950bd713bffc293203bbb35815495 100644 (file)
@@ -58,6 +58,7 @@ struct tgsi_shader_info
    uint opcode_count[TGSI_OPCODE_LAST];  /**< opcode histogram */
 
    boolean writes_z;  /**< does fragment shader write Z value? */
+   boolean writes_edgeflag; /**< vertex shader outputs edgeflag */
    boolean uses_kill;  /**< KIL or KILP instruction used? */
    boolean uses_fogcoord; /**< fragment shader uses fog coord? */
    boolean uses_frontfacing; /**< fragment shader uses front/back-face flag? */