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broadcom/compiler: check if vertex shader writes point size
The same we already check for geometry shaders. We will use this shortly. Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/29413>
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2 changed files with 5 additions and 0 deletions
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@ -986,6 +986,8 @@ struct v3d_vs_prog_data {
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/* Value to be programmed in VCM_CACHE_SIZE. */
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/* Value to be programmed in VCM_CACHE_SIZE. */
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uint8_t vcm_cache_size;
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uint8_t vcm_cache_size;
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bool writes_psiz;
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/* Maps the nir->data.location to its
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/* Maps the nir->data.location to its
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* nir->data.driver_location. In general we are using the
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* nir->data.driver_location. In general we are using the
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* driver location as index (like vattr_sizes above), so this
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* driver location as index (like vattr_sizes above), so this
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@ -792,6 +792,9 @@ v3d_vs_set_prog_data(struct v3d_compile *c,
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if (prog_data->uses_iid)
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if (prog_data->uses_iid)
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prog_data->vpm_input_size++;
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prog_data->vpm_input_size++;
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prog_data->writes_psiz =
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c->s->info.outputs_written & (1 << VARYING_SLOT_PSIZ);
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/* Input/output segment size are in sectors (8 rows of 32 bits per
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/* Input/output segment size are in sectors (8 rows of 32 bits per
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* channel).
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* channel).
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*/
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*/
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