gs_bin->prog_data.gs->base.threads == 4;
shader.geometry_bin_mode_shader_start_in_final_thread_section =
gs_bin->prog_data.gs->base.single_seg;
+#if V3D_VERSION <= 42
shader.geometry_bin_mode_shader_propagate_nans = true;
+#endif
shader.geometry_bin_mode_shader_uniforms_address =
gs_bin_uniforms;
gs->prog_data.gs->base.threads == 4;
shader.geometry_render_mode_shader_start_in_final_thread_section =
gs->prog_data.gs->base.single_seg;
+#if V3D_VERSION <= 42
shader.geometry_render_mode_shader_propagate_nans = true;
+#endif
shader.geometry_render_mode_shader_uniforms_address =
gs_render_uniforms;
}
shader.number_of_varyings_in_fragment_shader =
prog_data_fs->num_inputs;
- shader.coordinate_shader_propagate_nans = true;
- shader.vertex_shader_propagate_nans = true;
- shader.fragment_shader_propagate_nans = true;
-
/* Note: see previous note about addresses */
/* shader.coordinate_shader_code_address */
/* shader.vertex_shader_code_address */
/* shader.fragment_shader_code_address */
+#if V3D_VERSION == 42
+ shader.coordinate_shader_propagate_nans = true;
+ shader.vertex_shader_propagate_nans = true;
+ shader.fragment_shader_propagate_nans = true;
+
/* FIXME: Use combined input/output size flag in the common case (also
* on v3d, see v3dx_draw).
*/
-#if V3D_VERSION == 42
shader.coordinate_shader_has_separate_input_and_output_vpm_blocks =
prog_data_vs_bin->separate_segments;
shader.vertex_shader_has_separate_input_and_output_vpm_blocks =
gs_bin->prog_data.gs->base.threads == 4;
shader.geometry_bin_mode_shader_start_in_final_thread_section =
gs_bin->prog_data.gs->base.single_seg;
+#if V3D_VERSION <= 42
shader.geometry_bin_mode_shader_propagate_nans = true;
+#endif
shader.geometry_bin_mode_shader_uniforms_address =
gs_bin_uniforms;
gs->prog_data.gs->base.threads == 4;
shader.geometry_render_mode_shader_start_in_final_thread_section =
gs->prog_data.gs->base.single_seg;
+#if V3D_VERSION <= 42
shader.geometry_render_mode_shader_propagate_nans = true;
+#endif
shader.geometry_render_mode_shader_uniforms_address =
gs_render_uniforms;
}
shader.number_of_varyings_in_fragment_shader =
v3d->prog.fs->prog_data.fs->num_inputs;
- shader.coordinate_shader_propagate_nans = true;
- shader.vertex_shader_propagate_nans = true;
- shader.fragment_shader_propagate_nans = true;
-
shader.coordinate_shader_code_address =
cl_address(v3d_resource(v3d->prog.cs->resource)->bo,
v3d->prog.cs->offset);
cl_address(v3d_resource(v3d->prog.fs->resource)->bo,
v3d->prog.fs->offset);
+#if V3D_VERSION <= 42
+ shader.coordinate_shader_propagate_nans = true;
+ shader.vertex_shader_propagate_nans = true;
+ shader.fragment_shader_propagate_nans = true;
+
/* XXX: Use combined input/output size flag in the common
* case.
*/
-#if V3D_VERSION <= 42
shader.coordinate_shader_has_separate_input_and_output_vpm_blocks =
v3d->prog.cs->prog_data.vs->separate_segments;
shader.vertex_shader_has_separate_input_and_output_vpm_blocks =