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>
This commit is contained in:
Kenneth Graunke 2015-08-29 00:01:15 -07:00
parent 99df02ca26
commit 6301af22bb
2 changed files with 14 additions and 11 deletions

View file

@ -243,8 +243,21 @@ brw_codegen_gs_prog(struct brw_context *brw,
c.prog_data.output_topology =
get_hw_prim_for_gl_prim(gp->program.OutputType);
/* The GLSL linker will have already matched up GS inputs and the outputs
* of prior stages. The driver does extend VS outputs in some cases, but
* only for legacy OpenGL or Gen4-5 hardware, neither of which offer
* geometry shader support. So we can safely ignore that.
*
* For SSO pipelines, we use a fixed VUE map layout based on variable
* locations, so we can rely on rendezvous-by-location making this work.
*
* However, we need to ignore VARYING_SLOT_PRIMITIVE_ID, as it's not
* written by previous stages and shows up via payload magic.
*/
GLbitfield64 inputs_read =
gp->program.Base.InputsRead & ~VARYING_BIT_PRIMITIVE_ID;
brw_compute_vue_map(brw->intelScreen->devinfo,
&c.input_vue_map, c.key.input_varyings,
&c.input_vue_map, inputs_read,
prog->SeparateShader);
/* GS inputs are read from the VUE 256 bits (2 vec4's) at a time, so we
@ -305,9 +318,6 @@ brw_gs_populate_key(struct brw_context *brw,
/* _NEW_TEXTURE */
brw_populate_sampler_prog_key_data(ctx, prog, stage_state->sampler_count,
&key->tex);
/* BRW_NEW_VUE_MAP_VS */
key->input_varyings = brw->vue_map_vs.slots_valid;
}
void
@ -386,11 +396,6 @@ brw_gs_precompile(struct gl_context *ctx,
brw_setup_tex_for_precompile(brw, &key.tex, prog);
key.program_string_id = bgp->id;
/* Assume that the set of varyings coming in from the vertex shader exactly
* matches what the geometry shader requires.
*/
key.input_varyings = gp->Base.InputsRead;
success = brw_codegen_gs_prog(brw, shader_prog, bgp, &key);
brw->gs.base.prog_offset = old_prog_offset;

View file

@ -118,8 +118,6 @@ struct brw_gs_prog_key
{
unsigned program_string_id;
uint64_t input_varyings;
struct brw_sampler_prog_key_data tex;
};