invalid_stream_id(0),
invalid_stream_id_from_emit_vertex(false),
end_primitive_found(false),
- uses_non_zero_stream(false)
+ used_streams(0)
{
/* empty */
}
return visit_stop;
}
- if (stream_id != 0)
- uses_non_zero_stream = true;
+ used_streams |= 1 << stream_id;
return visit_continue;
}
return visit_stop;
}
- if (stream_id != 0)
- uses_non_zero_stream = true;
+ used_streams |= 1 << stream_id;
return visit_continue;
}
return invalid_stream_id;
}
- bool uses_streams()
+ unsigned active_stream_mask()
{
- return uses_non_zero_stream;
+ return used_streams;
}
bool uses_end_primitive()
int invalid_stream_id;
bool invalid_stream_id_from_emit_vertex;
bool end_primitive_found;
- bool uses_non_zero_stream;
+ unsigned used_streams;
};
/* Class that finds array derefs and check if indexes are dynamic. */
emit_vertex.error_stream(),
ctx->Const.MaxVertexStreams - 1);
}
- prog->Geom.UsesStreams = emit_vertex.uses_streams();
+ prog->Geom.ActiveStreamMask = emit_vertex.active_stream_mask();
prog->Geom.UsesEndPrimitive = emit_vertex.uses_end_primitive();
/* From the ARB_gpu_shader5 spec:
* Since we can call EmitVertex() and EndPrimitive() when we output
* primitives other than points, calling EmitStreamVertex(0) or
* EmitEndPrimitive(0) should not produce errors. This it also what Nvidia
- * does. Currently we only set prog->Geom.UsesStreams to TRUE when
- * EmitStreamVertex() or EmitEndPrimitive() are called with a non-zero
+ * does. We can use prog->Geom.ActiveStreamMask to check whether only the
+ * first (zero) stream is active.
* stream.
*/
- if (prog->Geom.UsesStreams &&
+ if (prog->Geom.ActiveStreamMask & ~(1 << 0) &&
sh->Program->info.gs.output_primitive != GL_POINTS) {
linker_error(prog, "EmitStreamVertex(n) and EndStreamPrimitive(n) "
"with n>0 requires point output\n");
case nir_intrinsic_emit_vertex:
case nir_intrinsic_emit_vertex_with_counter:
- if (nir_intrinsic_stream_id(instr) > 0)
- shader->info.gs.uses_streams = true;
+ shader->info.gs.active_stream_mask |= 1 << nir_intrinsic_stream_id(instr);
break;
/* Load the vertex count */
b->cursor = nir_before_instr(&intrin->instr);
+ assert(state->vertex_count_vars[stream] != NULL);
nir_ssa_def *count = nir_load_var(b, state->vertex_count_vars[stream]);
nir_ssa_def *max_vertices =
unsigned stream = nir_intrinsic_stream_id(intrin);
b->cursor = nir_before_instr(&intrin->instr);
+ assert(state->vertex_count_vars[stream] != NULL);
nir_ssa_def *count = nir_load_var(b, state->vertex_count_vars[stream]);
nir_intrinsic_instr *lowered =
/* Create the counter variables */
b.cursor = nir_before_cf_list(&impl->body);
- unsigned num_counters = per_stream && shader->info.gs.uses_streams ?
- NIR_MAX_XFB_STREAMS : 1;
- for (unsigned i = 0; i < num_counters; i++) {
- state.vertex_count_vars[i] =
- nir_local_variable_create(impl, glsl_uint_type(), "vertex_count");
- /* initialize to 0 */
- nir_store_var(&b, state.vertex_count_vars[i], nir_imm_int(&b, 0), 0x1);
+ for (unsigned i = 0; i < NIR_MAX_XFB_STREAMS; i++) {
+ if (per_stream && !(shader->info.gs.active_stream_mask & (1 << i)))
+ continue;
+
+ if (i == 0 || per_stream) {
+ state.vertex_count_vars[i] =
+ nir_local_variable_create(impl, glsl_uint_type(), "vertex_count");
+ /* initialize to 0 */
+ nir_store_var(&b, state.vertex_count_vars[i], nir_imm_int(&b, 0), 0x1);
+ } else {
+ /* If per_stream is false, we only have one counter which we want to use
+ * for all streams. Duplicate the counter pointer so all streams use the
+ * same counter.
+ */
+ state.vertex_count_vars[i] = state.vertex_count_vars[0];
+ }
}
- /* If per_stream is false, we only have one counter which we want to use
- * for all streams. Duplicate the counter pointer so all streams use the
- * same counter.
- */
- for (unsigned i = num_counters; i < NIR_MAX_XFB_STREAMS; i++)
- state.vertex_count_vars[i] = state.vertex_count_vars[0];
nir_foreach_block_safe(block, impl)
rewrite_intrinsics(block, &state);
/** Whether or not this shader uses EndPrimitive */
bool uses_end_primitive:1;
- /** Whether or not this shader uses non-zero streams */
- bool uses_streams:1;
+ /** The streams used in this shaders (max. 4) */
+ uint8_t active_stream_mask:4;
} gs;
struct {
*/
prog_data->control_data_format = GEN7_GS_CONTROL_DATA_FORMAT_GSCTL_SID;
- /* We only have to emit control bits if we are using streams */
- if (shader->info.gs.uses_streams)
+ /* We only have to emit control bits if we are using non-zero streams */
+ if (shader->info.gs.active_stream_mask != (1 << 0))
c.control_data_bits_per_vertex = 2;
else
c.control_data_bits_per_vertex = 0;
GLint VerticesIn;
bool UsesEndPrimitive;
- bool UsesStreams;
+ unsigned ActiveStreamMask;
} Geom;
/**
case MESA_SHADER_GEOMETRY: {
dst->info.gs.vertices_in = src->Geom.VerticesIn;
dst->info.gs.uses_end_primitive = src->Geom.UsesEndPrimitive;
- dst->info.gs.uses_streams = src->Geom.UsesStreams;
+ dst->info.gs.active_stream_mask = src->Geom.ActiveStreamMask;
break;
}
case MESA_SHADER_FRAGMENT: {
prog->FragDataIndexBindings = string_to_uint_map_ctor();
prog->Geom.UsesEndPrimitive = false;
- prog->Geom.UsesStreams = false;
+ prog->Geom.ActiveStreamMask = 0;
prog->TransformFeedback.BufferMode = GL_INTERLEAVED_ATTRIBS;