}
}
-static int
-find_output(const struct ir3_shader_variant *so, ir3_semantic semantic)
-{
- int j;
-
- for (j = 0; j < so->outputs_count; j++)
- if (so->outputs[j].semantic == semantic)
- return j;
-
- /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
- * in the vertex shader.. but the fragment shader doesn't know this
- * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
- * at link time if there is no matching OUT.BCOLOR[n], we must map
- * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
- * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
- */
- if (sem2name(semantic) == TGSI_SEMANTIC_BCOLOR) {
- unsigned idx = sem2idx(semantic);
- semantic = ir3_semantic_name(TGSI_SEMANTIC_COLOR, idx);
- } else if (sem2name(semantic) == TGSI_SEMANTIC_COLOR) {
- unsigned idx = sem2idx(semantic);
- semantic = ir3_semantic_name(TGSI_SEMANTIC_BCOLOR, idx);
- }
-
- for (j = 0; j < so->outputs_count; j++)
- if (so->outputs[j].semantic == semantic)
- return j;
-
- debug_assert(0);
-
- return 0;
-}
-
-static int
-next_varying(const struct ir3_shader_variant *so, int i)
-{
- while (++i < so->inputs_count)
- if (so->inputs[i].compmask && so->inputs[i].bary)
- break;
- return i;
-}
-
-static uint32_t
-find_output_regid(const struct ir3_shader_variant *so, ir3_semantic semantic)
-{
- int j;
- for (j = 0; j < so->outputs_count; j++)
- if (so->outputs[j].semantic == semantic)
- return so->outputs[j].regid;
- return regid(63, 0);
-}
-
void
fd3_program_emit(struct fd_ringbuffer *ring, struct fd3_emit *emit)
{
/* seems like vs->constlen + fs->constlen > 256, then CONSTMODE=1 */
constmode = ((vp->constlen + fp->constlen) > 256) ? 1 : 0;
- pos_regid = find_output_regid(vp,
+ pos_regid = ir3_find_output_regid(vp,
ir3_semantic_name(TGSI_SEMANTIC_POSITION, 0));
- posz_regid = find_output_regid(fp,
+ posz_regid = ir3_find_output_regid(fp,
ir3_semantic_name(TGSI_SEMANTIC_POSITION, 0));
- psize_regid = find_output_regid(vp,
+ psize_regid = ir3_find_output_regid(vp,
ir3_semantic_name(TGSI_SEMANTIC_PSIZE, 0));
- color_regid = find_output_regid(fp,
+ color_regid = ir3_find_output_regid(fp,
ir3_semantic_name(TGSI_SEMANTIC_COLOR, 0));
/* we could probably divide this up into things that need to be
OUT_PKT0(ring, REG_A3XX_SP_VS_OUT_REG(i), 1);
- j = next_varying(fp, j);
+ j = ir3_next_varying(fp, j);
if (j < fp->inputs_count) {
- k = find_output(vp, fp->inputs[j].semantic);
+ k = ir3_find_output(vp, fp->inputs[j].semantic);
reg |= A3XX_SP_VS_OUT_REG_A_REGID(vp->outputs[k].regid);
reg |= A3XX_SP_VS_OUT_REG_A_COMPMASK(fp->inputs[j].compmask);
}
- j = next_varying(fp, j);
+ j = ir3_next_varying(fp, j);
if (j < fp->inputs_count) {
- k = find_output(vp, fp->inputs[j].semantic);
+ k = ir3_find_output(vp, fp->inputs[j].semantic);
reg |= A3XX_SP_VS_OUT_REG_B_REGID(vp->outputs[k].regid);
reg |= A3XX_SP_VS_OUT_REG_B_COMPMASK(fp->inputs[j].compmask);
}
OUT_PKT0(ring, REG_A3XX_SP_VS_VPC_DST_REG(i), 1);
- j = next_varying(fp, j);
+ j = ir3_next_varying(fp, j);
if (j < fp->inputs_count)
reg |= A3XX_SP_VS_VPC_DST_REG_OUTLOC0(fp->inputs[j].inloc);
- j = next_varying(fp, j);
+ j = ir3_next_varying(fp, j);
if (j < fp->inputs_count)
reg |= A3XX_SP_VS_VPC_DST_REG_OUTLOC1(fp->inputs[j].inloc);
- j = next_varying(fp, j);
+ j = ir3_next_varying(fp, j);
if (j < fp->inputs_count)
reg |= A3XX_SP_VS_VPC_DST_REG_OUTLOC2(fp->inputs[j].inloc);
- j = next_varying(fp, j);
+ j = ir3_next_varying(fp, j);
if (j < fp->inputs_count)
reg |= A3XX_SP_VS_VPC_DST_REG_OUTLOC3(fp->inputs[j].inloc);
uint32_t vinterp[4] = {0}, flatshade[2] = {0};
/* figure out VARYING_INTERP / FLAT_SHAD register values: */
- for (j = -1; (j = next_varying(fp, j)) < (int)fp->inputs_count; ) {
+ for (j = -1; (j = ir3_next_varying(fp, j)) < (int)fp->inputs_count; ) {
uint32_t interp = fp->inputs[j].interpolate;
if ((interp == TGSI_INTERPOLATE_CONSTANT) ||
((interp == TGSI_INTERPOLATE_COLOR) && emit->rasterflat)) {
struct ir3_shader_variant * ir3_shader_variant(struct ir3_shader *shader,
struct ir3_shader_key key);
+/*
+ * Helper/util:
+ */
+
+static inline int
+ir3_find_output(const struct ir3_shader_variant *so, ir3_semantic semantic)
+{
+ int j;
+
+ for (j = 0; j < so->outputs_count; j++)
+ if (so->outputs[j].semantic == semantic)
+ return j;
+
+ /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
+ * in the vertex shader.. but the fragment shader doesn't know this
+ * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
+ * at link time if there is no matching OUT.BCOLOR[n], we must map
+ * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
+ * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
+ */
+ if (sem2name(semantic) == TGSI_SEMANTIC_BCOLOR) {
+ unsigned idx = sem2idx(semantic);
+ semantic = ir3_semantic_name(TGSI_SEMANTIC_COLOR, idx);
+ } else if (sem2name(semantic) == TGSI_SEMANTIC_COLOR) {
+ unsigned idx = sem2idx(semantic);
+ semantic = ir3_semantic_name(TGSI_SEMANTIC_BCOLOR, idx);
+ } else {
+ return 0;
+ }
+
+ for (j = 0; j < so->outputs_count; j++)
+ if (so->outputs[j].semantic == semantic)
+ return j;
+
+ debug_assert(0);
+
+ return 0;
+}
+
+static inline int
+ir3_next_varying(const struct ir3_shader_variant *so, int i)
+{
+ while (++i < so->inputs_count)
+ if (so->inputs[i].compmask && so->inputs[i].bary)
+ break;
+ return i;
+}
+
+static inline uint32_t
+ir3_find_output_regid(const struct ir3_shader_variant *so, ir3_semantic semantic)
+{
+ int j;
+ for (j = 0; j < so->outputs_count; j++)
+ if (so->outputs[j].semantic == semantic)
+ return so->outputs[j].regid;
+ return regid(63, 0);
+}
+
#endif /* IR3_SHADER_H_ */