bool brw_gs_precompile(struct gl_context *ctx, struct gl_shader_program *shader_prog, struct gl_program *prog) { struct brw_context *brw = brw_context(ctx); struct brw_gs_prog_key key; uint32_t old_prog_offset = brw->gs.base.prog_offset; struct brw_gs_prog_data *old_prog_data = brw->gs.prog_data; bool success; struct gl_geometry_program *gp = (struct gl_geometry_program *) prog; struct brw_geometry_program *bgp = brw_geometry_program(gp); memset(&key, 0, sizeof(key)); brw_vue_setup_prog_key_for_precompile(ctx, &key.base, bgp->id, &gp->Base); /* 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; brw->gs.prog_data = old_prog_data; return success; }
bool brw_gs_precompile(struct gl_context *ctx, struct gl_shader_program *shader_prog, struct gl_program *prog) { struct brw_context *brw = brw_context(ctx); struct brw_gs_prog_key key; uint32_t old_prog_offset = brw->gs.base.prog_offset; struct brw_gs_prog_data *old_prog_data = brw->gs.prog_data; bool success; struct gl_geometry_program *gp = (struct gl_geometry_program *) prog; struct brw_geometry_program *bgp = brw_geometry_program(gp); memset(&key, 0, sizeof(key)); brw_setup_tex_for_precompile(brw, &key.tex, prog); key.program_string_id = bgp->id; success = brw_codegen_gs_prog(brw, shader_prog, bgp, &key); brw->gs.base.prog_offset = old_prog_offset; brw->gs.prog_data = old_prog_data; return success; }