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i965: Use a uniform for gl_PatchVerticesIn in the TCS on Gen8+.
We still need to recompile the passthrough shader when this value
changes, as it also affects the output vertex count. But otherwise,
we can eliminate recompiles on Gen8+.
We probably want to do this for Gen7 as well, but that requires
rewriting the input release code to use a loop, which is a trade-off
I'd need to consider in more detail.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Cc: mesa-stable@lists.freedesktop.org
(cherry picked from commit c319512e16)
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parent
286ed3aff0
commit
dab4a6001b
2 changed files with 5 additions and 2 deletions
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@ -599,6 +599,7 @@ brw_initialize_context_constants(struct brw_context *brw)
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ctx->Const.MaxClipPlanes = 8;
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ctx->Const.LowerTessLevel = true;
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ctx->Const.LowerTCSPatchVerticesIn = brw->gen >= 8;
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ctx->Const.LowerTESPatchVerticesIn = true;
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ctx->Const.PrimitiveRestartForPatches = true;
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@ -337,7 +337,8 @@ brw_upload_tcs_prog(struct brw_context *brw,
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memset(&key, 0, sizeof(key));
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key.input_vertices = ctx->TessCtrlProgram.patch_vertices;
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if (brw->gen < 8 || !tcp)
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key.input_vertices = ctx->TessCtrlProgram.patch_vertices;
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key.outputs_written = per_vertex_slots;
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key.patch_outputs_written = per_patch_slots;
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@ -389,7 +390,8 @@ brw_tcs_precompile(struct gl_context *ctx,
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brw_setup_tex_for_precompile(brw, &key.tex, prog);
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/* Guess that the input and output patches have the same dimensionality. */
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key.input_vertices = shader_prog->TessCtrl.VerticesOut;
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if (brw->gen < 8)
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key.input_vertices = shader_prog->TessCtrl.VerticesOut;
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key.tes_primitive_mode =
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shader_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL] ?
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