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i965/gs: Remove the dependency on the VS VUE map.
Because we only support geometry shaders in core profile, we can safely ignore any driver-extending of VS outputs. Those are: - Legacy userclipping (doesn't exist in core profile) - Edgeflag copying (Gen4-5 only, no GS support) - Point coord replacement (Gen4-5 only, no GS support) - front/back color hacks (Gen4-5 only, no GS support) v2: Rebase; leave a comment about why SSO works. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
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2 changed files with 14 additions and 11 deletions
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@ -243,8 +243,21 @@ brw_codegen_gs_prog(struct brw_context *brw,
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c.prog_data.output_topology =
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get_hw_prim_for_gl_prim(gp->program.OutputType);
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/* The GLSL linker will have already matched up GS inputs and the outputs
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* of prior stages. The driver does extend VS outputs in some cases, but
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* only for legacy OpenGL or Gen4-5 hardware, neither of which offer
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* geometry shader support. So we can safely ignore that.
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*
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* For SSO pipelines, we use a fixed VUE map layout based on variable
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* locations, so we can rely on rendezvous-by-location making this work.
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*
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* However, we need to ignore VARYING_SLOT_PRIMITIVE_ID, as it's not
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* written by previous stages and shows up via payload magic.
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*/
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GLbitfield64 inputs_read =
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gp->program.Base.InputsRead & ~VARYING_BIT_PRIMITIVE_ID;
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brw_compute_vue_map(brw->intelScreen->devinfo,
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&c.input_vue_map, c.key.input_varyings,
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&c.input_vue_map, inputs_read,
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prog->SeparateShader);
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/* GS inputs are read from the VUE 256 bits (2 vec4's) at a time, so we
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@ -305,9 +318,6 @@ brw_gs_populate_key(struct brw_context *brw,
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/* _NEW_TEXTURE */
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brw_populate_sampler_prog_key_data(ctx, prog, stage_state->sampler_count,
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&key->tex);
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/* BRW_NEW_VUE_MAP_VS */
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key->input_varyings = brw->vue_map_vs.slots_valid;
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}
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void
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@ -386,11 +396,6 @@ brw_gs_precompile(struct gl_context *ctx,
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brw_setup_tex_for_precompile(brw, &key.tex, prog);
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key.program_string_id = bgp->id;
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/* Assume that the set of varyings coming in from the vertex shader exactly
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* matches what the geometry shader requires.
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*/
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key.input_varyings = gp->Base.InputsRead;
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success = brw_codegen_gs_prog(brw, shader_prog, bgp, &key);
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brw->gs.base.prog_offset = old_prog_offset;
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@ -118,8 +118,6 @@ struct brw_gs_prog_key
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{
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unsigned program_string_id;
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uint64_t input_varyings;
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struct brw_sampler_prog_key_data tex;
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};
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