Esempio n. 1
0
bool
brw_gs_precompile(struct gl_context *ctx, struct gl_shader_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;

   if (!prog->_LinkedShaders[MESA_SHADER_GEOMETRY])
      return true;

   struct gl_geometry_program *gp = (struct gl_geometry_program *)
      prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program;
   struct brw_geometry_program *bgp = brw_geometry_program(gp);

   memset(&key, 0, sizeof(key));

   brw_vec4_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 = do_gs_prog(brw, prog, bgp, &key);

   brw->gs.base.prog_offset = old_prog_offset;
   brw->gs.prog_data = old_prog_data;

   return success;
}
Esempio n. 2
0
static void
brw_upload_gs_prog(struct brw_context *brw)
{
   struct gl_context *ctx = &brw->ctx;
   struct brw_stage_state *stage_state = &brw->gs.base;
   struct brw_gs_prog_key key;
   /* BRW_NEW_GEOMETRY_PROGRAM */
   struct brw_geometry_program *gp =
      (struct brw_geometry_program *) brw->geometry_program;

   if (gp == NULL) {
      /* No geometry shader.  Vertex data just passes straight through. */
      if (brw->state.dirty.brw & BRW_NEW_VUE_MAP_VS) {
         brw->vue_map_geom_out = brw->vue_map_vs;
         brw->state.dirty.brw |= BRW_NEW_VUE_MAP_GEOM_OUT;
      }
      return;
   }

   struct gl_program *prog = &gp->program.Base;

   memset(&key, 0, sizeof(key));

   key.base.program_string_id = gp->id;
   brw_setup_vec4_key_clip_info(brw, &key.base,
                                gp->program.Base.UsesClipDistanceOut);

   /* _NEW_LIGHT | _NEW_BUFFERS */
   key.base.clamp_vertex_color = ctx->Light._ClampVertexColor;

   /* _NEW_TEXTURE */
   brw_populate_sampler_prog_key_data(ctx, prog, stage_state->sampler_count,
                                      &key.base.tex);

   /* BRW_NEW_VUE_MAP_VS */
   key.input_varyings = brw->vue_map_vs.slots_valid;

   if (!brw_search_cache(&brw->cache, BRW_GS_PROG,
                         &key, sizeof(key),
                         &stage_state->prog_offset, &brw->gs.prog_data)) {
      bool success = do_gs_prog(brw, ctx->Shader.CurrentGeometryProgram,
                                gp, &key);
      assert(success);
   }
   brw->gs.base.prog_data = &brw->gs.prog_data->base.base;

   if (memcmp(&brw->vs.prog_data->base.vue_map, &brw->vue_map_geom_out,
              sizeof(brw->vue_map_geom_out)) != 0) {
      brw->vue_map_geom_out = brw->gs.prog_data->base.vue_map;
      brw->state.dirty.brw |= BRW_NEW_VUE_MAP_GEOM_OUT;
   }
}