* makes it easier to do backend-specific optimizations than doing so
* in the GLSL IR or in the native code.
*/
-#include <sys/types.h>
-
-#include "main/macros.h"
-#include "main/shaderobj.h"
-#include "program/prog_parameter.h"
-#include "program/prog_print.h"
-#include "program/prog_optimize.h"
-#include "util/register_allocate.h"
-#include "program/hash_table.h"
-#include "brw_context.h"
-#include "brw_eu.h"
-#include "brw_wm.h"
-#include "brw_cs.h"
-#include "brw_vec4.h"
-#include "brw_vec4_gs_visitor.h"
#include "brw_fs.h"
-#include "main/uniforms.h"
#include "glsl/nir/glsl_types.h"
-#include "glsl/ir_optimization.h"
-#include "program/sampler.h"
using namespace brw;
const int output_vertex_size_owords =
gs_prog_data->output_vertex_size_hwords * 2;
- fs_reg offset;
if (gs_vertex_count.file == IMM) {
per_slot_offsets = brw_imm_ud(output_vertex_size_owords *
gs_vertex_count.ud);