case GLSL_TYPE_ERROR:
case GLSL_TYPE_INTERFACE:
case GLSL_TYPE_DOUBLE:
+ case GLSL_TYPE_FUNCTION:
unreachable("not reached");
}
unsigned vue_entries =
MAX2(count, vs_prog_data->base.vue_map.num_slots);
+ /* URB entry size is counted in units of 64 bytes (for the 3DSTATE_URB_VS
+ * command). Each attribute is 16 bytes (4 floats/dwords), so each unit
+ * fits four attributes.
+ */
vs_prog_data->base.urb_entry_size = ALIGN(vue_entries, 4) / 4;
vs_prog_data->base.urb_read_length = (count + 1) / 2;
brw_wm_prog_key *key = (brw_wm_prog_key*) this->key;
int base_mrf = 1;
int color_mrf = base_mrf + 2;
+ fs_inst *mov;
- fs_inst *mov = bld.exec_all().MOV(vec4(brw_message_reg(color_mrf)),
- fs_reg(UNIFORM, 0, BRW_REGISTER_TYPE_F));
+ if (uniforms == 1) {
+ mov = bld.exec_all().MOV(vec4(brw_message_reg(color_mrf)),
+ fs_reg(UNIFORM, 0, BRW_REGISTER_TYPE_F));
+ } else {
+ struct brw_reg reg =
+ brw_reg(BRW_GENERAL_REGISTER_FILE,
+ 2, 3, 0, 0, BRW_REGISTER_TYPE_F,
+ BRW_VERTICAL_STRIDE_8,
+ BRW_WIDTH_2,
+ BRW_HORIZONTAL_STRIDE_4, BRW_SWIZZLE_XYZW, WRITEMASK_XYZW);
+
+ mov = bld.exec_all().MOV(vec4(brw_message_reg(color_mrf)),
+ fs_reg(reg));
+ }
fs_inst *write;
if (key->nr_color_regions == 1) {
assign_curb_setup();
/* Now that we have the uniform assigned, go ahead and force it to a vec4. */
- assert(mov->src[0].file == HW_REG);
- mov->src[0] = brw_vec4_grf(mov->src[0].fixed_hw_reg.nr, 0);
+ if (uniforms == 1) {
+ assert(mov->src[0].file == HW_REG);
+ mov->src[0] = brw_vec4_grf(mov->src[0].fixed_hw_reg.nr, 0);
+ }
}
/**
{
assert(stage == MESA_SHADER_VERTEX);
- assign_common_binding_table_offsets(0);
+ if (prog_data->map_entries == NULL)
+ assign_common_binding_table_offsets(0);
setup_vs_payload();
if (shader_time_index >= 0)
sanity_param_count = prog->Parameters->NumParameters;
- assign_fs_binding_table_offsets();
+ if (prog_data->map_entries == NULL)
+ assign_fs_binding_table_offsets();
if (devinfo->gen >= 6)
setup_payload_gen6();
else
wm_prog_data->reg_blocks_16 = brw_register_blocks(grf_used);
- /* If any state parameters were appended, then ParameterValues could have
- * been realloced, in which case the driver uniform storage set up by
- * _mesa_associate_uniform_storage() would point to freed memory. Make
- * sure that didn't happen.
- */
- assert(sanity_param_count == prog->Parameters->NumParameters);
-
return !failed;
}
if (prog)
shader = (brw_shader *) prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
- if (unlikely(INTEL_DEBUG & DEBUG_WM))
+ if (unlikely(INTEL_DEBUG & DEBUG_WM) && shader->base.ir)
brw_dump_ir("fragment", prog, &shader->base, &fp->Base);
int st_index8 = -1, st_index16 = -1;