#include "util/u_memory.h"
#include "util/u_math.h"
#include "util/u_bitmask.h"
+#include "GL/gl.h"
+#include "compiler/shader_info.h"
union tgsi_any_token {
struct tgsi_header header;
return ureg->nr_outputs;
}
+static void
+ureg_setup_clipdist_info(struct ureg_program *ureg,
+ const struct shader_info *info)
+{
+ if (info->clip_distance_array_size)
+ ureg_property(ureg, TGSI_PROPERTY_NUM_CLIPDIST_ENABLED,
+ info->clip_distance_array_size);
+ if (info->cull_distance_array_size)
+ ureg_property(ureg, TGSI_PROPERTY_NUM_CULLDIST_ENABLED,
+ info->cull_distance_array_size);
+}
+
+static void
+ureg_setup_tess_ctrl_shader(struct ureg_program *ureg,
+ const struct shader_info *info)
+{
+ ureg_property(ureg, TGSI_PROPERTY_TCS_VERTICES_OUT,
+ info->tess.tcs_vertices_out);
+}
+
+static void
+ureg_setup_tess_eval_shader(struct ureg_program *ureg,
+ const struct shader_info *info)
+{
+ if (info->tess.primitive_mode == GL_ISOLINES)
+ ureg_property(ureg, TGSI_PROPERTY_TES_PRIM_MODE, GL_LINES);
+ else
+ ureg_property(ureg, TGSI_PROPERTY_TES_PRIM_MODE,
+ info->tess.primitive_mode);
+
+ STATIC_ASSERT((TESS_SPACING_EQUAL + 1) % 3 == PIPE_TESS_SPACING_EQUAL);
+ STATIC_ASSERT((TESS_SPACING_FRACTIONAL_ODD + 1) % 3 ==
+ PIPE_TESS_SPACING_FRACTIONAL_ODD);
+ STATIC_ASSERT((TESS_SPACING_FRACTIONAL_EVEN + 1) % 3 ==
+ PIPE_TESS_SPACING_FRACTIONAL_EVEN);
+
+ ureg_property(ureg, TGSI_PROPERTY_TES_SPACING,
+ (info->tess.spacing + 1) % 3);
+
+ ureg_property(ureg, TGSI_PROPERTY_TES_VERTEX_ORDER_CW,
+ !info->tess.ccw);
+ ureg_property(ureg, TGSI_PROPERTY_TES_POINT_MODE,
+ info->tess.point_mode);
+}
+
+static void
+ureg_setup_geometry_shader(struct ureg_program *ureg,
+ const struct shader_info *info)
+{
+ ureg_property(ureg, TGSI_PROPERTY_GS_INPUT_PRIM,
+ info->gs.input_primitive);
+ ureg_property(ureg, TGSI_PROPERTY_GS_OUTPUT_PRIM,
+ info->gs.output_primitive);
+ ureg_property(ureg, TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES,
+ info->gs.vertices_out);
+ ureg_property(ureg, TGSI_PROPERTY_GS_INVOCATIONS,
+ info->gs.invocations);
+}
+
+static void
+ureg_setup_fragment_shader(struct ureg_program *ureg,
+ const struct shader_info *info)
+{
+ if (info->fs.early_fragment_tests || info->fs.post_depth_coverage) {
+ ureg_property(ureg, TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL, 1);
+
+ if (info->fs.post_depth_coverage)
+ ureg_property(ureg, TGSI_PROPERTY_FS_POST_DEPTH_COVERAGE, 1);
+ }
+
+ if (info->fs.depth_layout != FRAG_DEPTH_LAYOUT_NONE) {
+ switch (info->fs.depth_layout) {
+ case FRAG_DEPTH_LAYOUT_ANY:
+ ureg_property(ureg, TGSI_PROPERTY_FS_DEPTH_LAYOUT,
+ TGSI_FS_DEPTH_LAYOUT_ANY);
+ break;
+ case FRAG_DEPTH_LAYOUT_GREATER:
+ ureg_property(ureg, TGSI_PROPERTY_FS_DEPTH_LAYOUT,
+ TGSI_FS_DEPTH_LAYOUT_GREATER);
+ break;
+ case FRAG_DEPTH_LAYOUT_LESS:
+ ureg_property(ureg, TGSI_PROPERTY_FS_DEPTH_LAYOUT,
+ TGSI_FS_DEPTH_LAYOUT_LESS);
+ break;
+ case FRAG_DEPTH_LAYOUT_UNCHANGED:
+ ureg_property(ureg, TGSI_PROPERTY_FS_DEPTH_LAYOUT,
+ TGSI_FS_DEPTH_LAYOUT_UNCHANGED);
+ break;
+ default:
+ assert(0);
+ }
+ }
+}
+
+static void
+ureg_setup_compute_shader(struct ureg_program *ureg,
+ const struct shader_info *info)
+{
+ ureg_property(ureg, TGSI_PROPERTY_CS_FIXED_BLOCK_WIDTH,
+ info->cs.local_size[0]);
+ ureg_property(ureg, TGSI_PROPERTY_CS_FIXED_BLOCK_HEIGHT,
+ info->cs.local_size[1]);
+ ureg_property(ureg, TGSI_PROPERTY_CS_FIXED_BLOCK_DEPTH,
+ info->cs.local_size[2]);
+
+ if (info->cs.shared_size)
+ ureg_DECL_memory(ureg, TGSI_MEMORY_TYPE_SHARED);
+}
+
+void
+ureg_setup_shader_info(struct ureg_program *ureg,
+ const struct shader_info *info)
+{
+ if (info->layer_viewport_relative)
+ ureg_property(ureg, TGSI_PROPERTY_LAYER_VIEWPORT_RELATIVE, 1);
+
+ switch (info->stage) {
+ case MESA_SHADER_VERTEX:
+ ureg_setup_clipdist_info(ureg, info);
+ break;
+ case MESA_SHADER_TESS_CTRL:
+ ureg_setup_tess_ctrl_shader(ureg, info);
+ break;
+ case MESA_SHADER_TESS_EVAL:
+ ureg_setup_tess_eval_shader(ureg, info);
+ ureg_setup_clipdist_info(ureg, info);
+ ureg_set_next_shader_processor(ureg, pipe_shader_type_from_mesa(info->next_stage));
+ break;
+ case MESA_SHADER_GEOMETRY:
+ ureg_setup_geometry_shader(ureg, info);
+ ureg_setup_clipdist_info(ureg, info);
+ break;
+ case MESA_SHADER_FRAGMENT:
+ ureg_setup_fragment_shader(ureg, info);
+ break;
+ case MESA_SHADER_COMPUTE:
+ ureg_setup_compute_shader(ureg, info);
+ break;
+ default:
+ break;
+ }
+}
+
void ureg_destroy( struct ureg_program *ureg )
{