LLVMBuilderRef builder,
LLVMValueRef (*outputs)[NUM_CHANNELS],
const LLVMValueRef (*inputs)[NUM_CHANNELS],
+ LLVMValueRef system_values_array,
LLVMValueRef context_ptr,
struct lp_build_sampler_soa *draw_sampler)
{
vs_type,
NULL /*struct lp_build_mask_context *mask*/,
consts_ptr,
+ system_values_array,
NULL /*pos*/,
inputs,
outputs,
LLVMValueRef start, end, count, stride, step, io_itr;
LLVMValueRef io_ptr, vbuffers_ptr, vb_ptr;
LLVMValueRef instance_id;
+ LLVMValueRef system_values_array;
struct draw_context *draw = llvm->draw;
+ const struct tgsi_shader_info *vs_info = &draw->vs.vertex_shader->info;
unsigned i, j;
struct lp_build_context bld;
struct lp_build_loop_state lp_loop;
lp_build_context_init(&bld, llvm->gallivm, lp_type_int(32));
+ system_values_array = lp_build_system_values_array(gallivm, vs_info,
+ instance_id, NULL);
+
end = lp_build_add(&bld, start, count);
step = lp_build_const_int32(gallivm, max_vertices);
builder,
outputs,
ptr_aos,
+ system_values_array,
context_ptr,
sampler);
/* store clipmask in vertex header and positions in data */
convert_to_aos(gallivm, io, outputs, clipmask,
- draw->vs.vertex_shader->info.num_outputs,
- max_vertices);
+ vs_info->num_outputs, max_vertices);
}
lp_build_loop_end_cond(&lp_loop, end, step, LLVMIntUGE);
LLVMValueRef fetch_elts, fetch_count, stride, step, io_itr;
LLVMValueRef io_ptr, vbuffers_ptr, vb_ptr;
LLVMValueRef instance_id;
+ LLVMValueRef system_values_array;
struct draw_context *draw = llvm->draw;
+ const struct tgsi_shader_info *vs_info = &draw->vs.vertex_shader->info;
unsigned i, j;
struct lp_build_context bld;
struct lp_build_loop_state lp_loop;
lp_build_context_init(&bld, gallivm, lp_type_int(32));
+ system_values_array = lp_build_system_values_array(gallivm, vs_info,
+ instance_id, NULL);
+
+
step = lp_build_const_int32(gallivm, max_vertices);
/* code generated texture sampling */
builder,
outputs,
ptr_aos,
+ system_values_array,
context_ptr,
sampler);
* and transformed positions in data
*/
convert_to_aos(gallivm, io, outputs, clipmask,
- draw->vs.vertex_shader->info.num_outputs,
- max_vertices);
+ vs_info->num_outputs, max_vertices);
}
lp_build_loop_end_cond(&lp_loop, fetch_count, step, LLVMIntUGE);