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anv: add helper to get vue map for fragment shader
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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59fe3796a8
commit
4b44ca7225
2 changed files with 12 additions and 6 deletions
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@ -1482,6 +1482,17 @@ ANV_DECL_GET_PROG_DATA_FUNC(gs, MESA_SHADER_GEOMETRY)
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ANV_DECL_GET_PROG_DATA_FUNC(wm, MESA_SHADER_FRAGMENT)
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ANV_DECL_GET_PROG_DATA_FUNC(cs, MESA_SHADER_COMPUTE)
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static inline const struct brw_vue_map *
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anv_pipeline_get_fs_input_map(const struct anv_pipeline *pipeline)
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{
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if (anv_pipeline_has_stage(pipeline, MESA_SHADER_GEOMETRY))
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return &get_gs_prog_data(pipeline)->base.vue_map;
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else if (anv_pipeline_has_stage(pipeline, MESA_SHADER_TESS_EVAL))
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return &get_tes_prog_data(pipeline)->base.vue_map;
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else
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return &get_vs_prog_data(pipeline)->base.vue_map;
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}
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VkResult
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anv_pipeline_init(struct anv_pipeline *pipeline, struct anv_device *device,
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struct anv_pipeline_cache *cache,
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@ -285,8 +285,6 @@ emit_urb_setup(struct anv_pipeline *pipeline)
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static void
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emit_3dstate_sbe(struct anv_pipeline *pipeline)
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{
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const struct brw_vs_prog_data *vs_prog_data = get_vs_prog_data(pipeline);
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const struct brw_gs_prog_data *gs_prog_data = get_gs_prog_data(pipeline);
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const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
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const struct brw_vue_map *fs_input_map;
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@ -298,10 +296,7 @@ emit_3dstate_sbe(struct anv_pipeline *pipeline)
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return;
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}
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if (gs_prog_data)
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fs_input_map = &gs_prog_data->base.vue_map;
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else
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fs_input_map = &vs_prog_data->base.vue_map;
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fs_input_map = anv_pipeline_get_fs_input_map(pipeline);
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struct GENX(3DSTATE_SBE) sbe = {
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GENX(3DSTATE_SBE_header),
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