}
static void
-lvp_pipeline_xfb_init(struct lvp_pipeline *pipeline)
+lvp_shader_xfb_init(struct lvp_shader *shader)
{
- gl_shader_stage stage = MESA_SHADER_VERTEX;
- if (pipeline->shaders[MESA_SHADER_GEOMETRY].pipeline_nir)
- stage = MESA_SHADER_GEOMETRY;
- else if (pipeline->shaders[MESA_SHADER_TESS_EVAL].pipeline_nir)
- stage = MESA_SHADER_TESS_EVAL;
- pipeline->last_vertex = stage;
-
- nir_xfb_info *xfb_info = pipeline->shaders[stage].pipeline_nir->nir->xfb_info;
+ nir_xfb_info *xfb_info = shader->pipeline_nir->nir->xfb_info;
if (xfb_info) {
uint8_t output_mapping[VARYING_SLOT_TESS_MAX];
memset(output_mapping, 0, sizeof(output_mapping));
- nir_foreach_shader_out_variable(var, pipeline->shaders[stage].pipeline_nir->nir) {
+ nir_foreach_shader_out_variable(var, shader->pipeline_nir->nir) {
unsigned slots = var->data.compact ? DIV_ROUND_UP(glsl_get_length(var->type), 4)
: glsl_count_attribute_slots(var->type, false);
for (unsigned i = 0; i < slots; i++)
output_mapping[var->data.location + i] = var->data.driver_location + i;
}
- pipeline->shaders[pipeline->last_vertex].stream_output.num_outputs = xfb_info->output_count;
+ shader->stream_output.num_outputs = xfb_info->output_count;
for (unsigned i = 0; i < PIPE_MAX_SO_BUFFERS; i++) {
if (xfb_info->buffers_written & (1 << i)) {
- pipeline->shaders[pipeline->last_vertex].stream_output.stride[i] = xfb_info->buffers[i].stride / 4;
+ shader->stream_output.stride[i] = xfb_info->buffers[i].stride / 4;
}
}
for (unsigned i = 0; i < xfb_info->output_count; i++) {
- pipeline->shaders[pipeline->last_vertex].stream_output.output[i].output_buffer = xfb_info->outputs[i].buffer;
- pipeline->shaders[pipeline->last_vertex].stream_output.output[i].dst_offset = xfb_info->outputs[i].offset / 4;
- pipeline->shaders[pipeline->last_vertex].stream_output.output[i].register_index = output_mapping[xfb_info->outputs[i].location];
- pipeline->shaders[pipeline->last_vertex].stream_output.output[i].num_components = util_bitcount(xfb_info->outputs[i].component_mask);
- pipeline->shaders[pipeline->last_vertex].stream_output.output[i].start_component = ffs(xfb_info->outputs[i].component_mask) - 1;
- pipeline->shaders[pipeline->last_vertex].stream_output.output[i].stream = xfb_info->buffer_to_stream[xfb_info->outputs[i].buffer];
+ shader->stream_output.output[i].output_buffer = xfb_info->outputs[i].buffer;
+ shader->stream_output.output[i].dst_offset = xfb_info->outputs[i].offset / 4;
+ shader->stream_output.output[i].register_index = output_mapping[xfb_info->outputs[i].location];
+ shader->stream_output.output[i].num_components = util_bitcount(xfb_info->outputs[i].component_mask);
+ shader->stream_output.output[i].start_component = ffs(xfb_info->outputs[i].component_mask) - 1;
+ shader->stream_output.output[i].stream = xfb_info->buffer_to_stream[xfb_info->outputs[i].buffer];
}
}
}
+static void
+lvp_pipeline_xfb_init(struct lvp_pipeline *pipeline)
+{
+ gl_shader_stage stage = MESA_SHADER_VERTEX;
+ if (pipeline->shaders[MESA_SHADER_GEOMETRY].pipeline_nir)
+ stage = MESA_SHADER_GEOMETRY;
+ else if (pipeline->shaders[MESA_SHADER_TESS_EVAL].pipeline_nir)
+ stage = MESA_SHADER_TESS_EVAL;
+ pipeline->last_vertex = stage;
+ lvp_shader_xfb_init(&pipeline->shaders[stage]);
+}
+
void *
lvp_pipeline_compile_stage(struct lvp_pipeline *pipeline, nir_shader *nir)
{