i965: move vs outputs written into a helper

We will reuse this for fs key generation for the on disk shader
cache.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
This commit is contained in:
Timothy Arceri 2016-04-26 19:52:45 +10:00
parent 3948cd3797
commit 356ea9a8da
2 changed files with 47 additions and 31 deletions

View file

@ -43,6 +43,47 @@
#include "util/ralloc.h"
GLbitfield64
brw_vs_outputs_written(struct brw_context *brw, struct brw_vs_prog_key *key,
GLbitfield64 user_varyings)
{
GLbitfield64 outputs_written = user_varyings;
if (key->copy_edgeflag) {
outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE);
}
if (brw->gen < 6) {
/* Put dummy slots into the VUE for the SF to put the replaced
* point sprite coords in. We shouldn't need these dummy slots,
* which take up precious URB space, but it would mean that the SF
* doesn't get nice aligned pairs of input coords into output
* coords, which would be a pain to handle.
*/
for (unsigned i = 0; i < 8; i++) {
if (key->point_coord_replace & (1 << i))
outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i);
}
/* if back colors are written, allocate slots for front colors too */
if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC0))
outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL0);
if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC1))
outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL1);
}
/* In order for legacy clipping to work, we need to populate the clip
* distance varying slots whenever clipping is enabled, even if the vertex
* shader doesn't write to gl_ClipDistance.
*/
if (key->nr_userclip_plane_consts > 0) {
outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
}
return outputs_written;
}
bool
brw_codegen_vs_prog(struct brw_context *brw,
struct gl_shader_program *prog,
@ -55,7 +96,6 @@ brw_codegen_vs_prog(struct brw_context *brw,
struct brw_vs_prog_data prog_data;
struct brw_stage_prog_data *stage_prog_data = &prog_data.base.base;
void *mem_ctx;
int i;
struct brw_shader *vs = NULL;
bool start_busy = false;
double start_time = 0;
@ -108,11 +148,11 @@ brw_codegen_vs_prog(struct brw_context *brw,
&prog_data.base.base);
}
GLbitfield64 outputs_written = vp->program.Base.OutputsWritten;
GLbitfield64 outputs_written =
brw_vs_outputs_written(brw, key, vp->program.Base.OutputsWritten);
prog_data.inputs_read = vp->program.Base.InputsRead;
if (key->copy_edgeflag) {
outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE);
prog_data.inputs_read |= VERT_BIT_EDGEFLAG;
}
@ -120,34 +160,6 @@ brw_codegen_vs_prog(struct brw_context *brw,
((1 << vp->program.Base.CullDistanceArraySize) - 1) <<
vp->program.Base.ClipDistanceArraySize;
if (brw->gen < 6) {
/* Put dummy slots into the VUE for the SF to put the replaced
* point sprite coords in. We shouldn't need these dummy slots,
* which take up precious URB space, but it would mean that the SF
* doesn't get nice aligned pairs of input coords into output
* coords, which would be a pain to handle.
*/
for (i = 0; i < 8; i++) {
if (key->point_coord_replace & (1 << i))
outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i);
}
/* if back colors are written, allocate slots for front colors too */
if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC0))
outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL0);
if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC1))
outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL1);
}
/* In order for legacy clipping to work, we need to populate the clip
* distance varying slots whenever clipping is enabled, even if the vertex
* shader doesn't write to gl_ClipDistance.
*/
if (key->nr_userclip_plane_consts > 0) {
outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
}
brw_compute_vue_map(brw->intelScreen->devinfo,
&prog_data.base.vue_map, outputs_written,
prog ? prog->SeparateShader ||

View file

@ -51,6 +51,10 @@
extern "C" {
#endif
GLbitfield64
brw_vs_outputs_written(struct brw_context *brw, struct brw_vs_prog_key *key,
GLbitfield64 outputs_written);
void brw_vs_debug_recompile(struct brw_context *brw,
struct gl_shader_program *prog,
const struct brw_vs_prog_key *key);