i965: Switch on shader stage in nir_setup_outputs().

Adding new shader stages to a switch statement is less confusing than an
if-else-if ladder where all but the first case are fragment shader
specific (but don't claim to be).

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This commit is contained in:
Kenneth Graunke 2015-03-12 10:43:23 -07:00
parent 04a57a7ee9
commit 308c0bf743

View file

@ -141,38 +141,45 @@ fs_visitor::nir_setup_outputs(nir_shader *shader)
var->type->is_array() ? var->type->fields.array->vector_elements
: var->type->vector_elements;
if (stage == MESA_SHADER_VERTEX) {
switch (stage) {
case MESA_SHADER_VERTEX:
for (int i = 0; i < ALIGN(type_size(var->type), 4) / 4; i++) {
int output = var->data.location + i;
this->outputs[output] = offset(reg, bld, 4 * i);
this->output_components[output] = vector_elements;
}
} else if (var->data.index > 0) {
assert(var->data.location == FRAG_RESULT_DATA0);
assert(var->data.index == 1);
this->dual_src_output = reg;
this->do_dual_src = true;
} else if (var->data.location == FRAG_RESULT_COLOR) {
/* Writing gl_FragColor outputs to all color regions. */
for (unsigned int i = 0; i < MAX2(key->nr_color_regions, 1); i++) {
this->outputs[i] = reg;
this->output_components[i] = 4;
}
} else if (var->data.location == FRAG_RESULT_DEPTH) {
this->frag_depth = reg;
} else if (var->data.location == FRAG_RESULT_SAMPLE_MASK) {
this->sample_mask = reg;
} else {
/* gl_FragData or a user-defined FS output */
assert(var->data.location >= FRAG_RESULT_DATA0 &&
var->data.location < FRAG_RESULT_DATA0 + BRW_MAX_DRAW_BUFFERS);
break;
case MESA_SHADER_FRAGMENT:
if (var->data.index > 0) {
assert(var->data.location == FRAG_RESULT_DATA0);
assert(var->data.index == 1);
this->dual_src_output = reg;
this->do_dual_src = true;
} else if (var->data.location == FRAG_RESULT_COLOR) {
/* Writing gl_FragColor outputs to all color regions. */
for (unsigned int i = 0; i < MAX2(key->nr_color_regions, 1); i++) {
this->outputs[i] = reg;
this->output_components[i] = 4;
}
} else if (var->data.location == FRAG_RESULT_DEPTH) {
this->frag_depth = reg;
} else if (var->data.location == FRAG_RESULT_SAMPLE_MASK) {
this->sample_mask = reg;
} else {
/* gl_FragData or a user-defined FS output */
assert(var->data.location >= FRAG_RESULT_DATA0 &&
var->data.location < FRAG_RESULT_DATA0+BRW_MAX_DRAW_BUFFERS);
/* General color output. */
for (unsigned int i = 0; i < MAX2(1, var->type->length); i++) {
int output = var->data.location - FRAG_RESULT_DATA0 + i;
this->outputs[output] = offset(reg, bld, vector_elements * i);
this->output_components[output] = vector_elements;
/* General color output. */
for (unsigned int i = 0; i < MAX2(1, var->type->length); i++) {
int output = var->data.location - FRAG_RESULT_DATA0 + i;
this->outputs[output] = offset(reg, bld, vector_elements * i);
this->output_components[output] = vector_elements;
}
}
break;
default:
unreachable("unhandled shader stage");
}
}
}