diff options
author | Kenneth Graunke <[email protected]> | 2015-03-12 10:43:23 -0700 |
---|---|---|
committer | Kenneth Graunke <[email protected]> | 2015-07-09 16:56:35 -0700 |
commit | 308c0bf74307af0f3385cdcbb00aa0534ec3e5da (patch) | |
tree | 3412536e60be7df3ddeade815792982209da8924 | |
parent | 04a57a7ee92403a1d9e01eada69f1ab133fc0b47 (diff) |
i965: Switch on shader stage in nir_setup_outputs().
Adding new shader stages to a switch statement is less confusing than an
if-else-if ladder where all but the first case are fragment shader
specific (but don't claim to be).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_fs_nir.cpp | 59 |
1 files changed, 33 insertions, 26 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_fs_nir.cpp b/src/mesa/drivers/dri/i965/brw_fs_nir.cpp index 5d1ea21884a..10903a11c31 100644 --- a/src/mesa/drivers/dri/i965/brw_fs_nir.cpp +++ b/src/mesa/drivers/dri/i965/brw_fs_nir.cpp @@ -141,38 +141,45 @@ fs_visitor::nir_setup_outputs(nir_shader *shader) var->type->is_array() ? var->type->fields.array->vector_elements : var->type->vector_elements; - if (stage == MESA_SHADER_VERTEX) { + switch (stage) { + case MESA_SHADER_VERTEX: for (int i = 0; i < ALIGN(type_size(var->type), 4) / 4; i++) { int output = var->data.location + i; this->outputs[output] = offset(reg, bld, 4 * i); this->output_components[output] = vector_elements; } - } else if (var->data.index > 0) { - assert(var->data.location == FRAG_RESULT_DATA0); - assert(var->data.index == 1); - this->dual_src_output = reg; - this->do_dual_src = true; - } else if (var->data.location == FRAG_RESULT_COLOR) { - /* Writing gl_FragColor outputs to all color regions. */ - for (unsigned int i = 0; i < MAX2(key->nr_color_regions, 1); i++) { - this->outputs[i] = reg; - this->output_components[i] = 4; - } - } else if (var->data.location == FRAG_RESULT_DEPTH) { - this->frag_depth = reg; - } else if (var->data.location == FRAG_RESULT_SAMPLE_MASK) { - this->sample_mask = reg; - } else { - /* gl_FragData or a user-defined FS output */ - assert(var->data.location >= FRAG_RESULT_DATA0 && - var->data.location < FRAG_RESULT_DATA0 + BRW_MAX_DRAW_BUFFERS); - - /* General color output. */ - for (unsigned int i = 0; i < MAX2(1, var->type->length); i++) { - int output = var->data.location - FRAG_RESULT_DATA0 + i; - this->outputs[output] = offset(reg, bld, vector_elements * i); - this->output_components[output] = vector_elements; + break; + case MESA_SHADER_FRAGMENT: + if (var->data.index > 0) { + assert(var->data.location == FRAG_RESULT_DATA0); + assert(var->data.index == 1); + this->dual_src_output = reg; + this->do_dual_src = true; + } else if (var->data.location == FRAG_RESULT_COLOR) { + /* Writing gl_FragColor outputs to all color regions. */ + for (unsigned int i = 0; i < MAX2(key->nr_color_regions, 1); i++) { + this->outputs[i] = reg; + this->output_components[i] = 4; + } + } else if (var->data.location == FRAG_RESULT_DEPTH) { + this->frag_depth = reg; + } else if (var->data.location == FRAG_RESULT_SAMPLE_MASK) { + this->sample_mask = reg; + } else { + /* gl_FragData or a user-defined FS output */ + assert(var->data.location >= FRAG_RESULT_DATA0 && + var->data.location < FRAG_RESULT_DATA0+BRW_MAX_DRAW_BUFFERS); + + /* General color output. */ + for (unsigned int i = 0; i < MAX2(1, var->type->length); i++) { + int output = var->data.location - FRAG_RESULT_DATA0 + i; + this->outputs[output] = offset(reg, bld, vector_elements * i); + this->output_components[output] = vector_elements; + } } + break; + default: + unreachable("unhandled shader stage"); } } } |