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authorKenneth Graunke <[email protected]>2017-09-14 22:59:21 -0700
committerKenneth Graunke <[email protected]>2017-09-21 09:39:32 -0700
commitef719f4fd253161843abf2749ae5220f502caa51 (patch)
tree58ee46eedf817f4912af639ad6305c1c4079b40e
parent6d6fae95a360aebcda92b1c0c8ab22a923bc3f54 (diff)
i965: Force outputs_written to contain varyings needed by stream-out.
If transform feedback is recording a varying, it needs a slot in the VUE map, regardless of whether or not the shader writes it. Together with the previous patch, this fixes: - KHR-GL45.enhanced_layouts.xfb_capture_struct The test captures a structure where the vertex shader writes the first and third members - but the second still needs a slot. Reviewed-by: Juan A. Suarez Romero <[email protected]>
-rw-r--r--src/mesa/drivers/dri/i965/brw_link.cpp9
1 files changed, 6 insertions, 3 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_link.cpp b/src/mesa/drivers/dri/i965/brw_link.cpp
index a1082a7a05a..c0fda0d4799 100644
--- a/src/mesa/drivers/dri/i965/brw_link.cpp
+++ b/src/mesa/drivers/dri/i965/brw_link.cpp
@@ -181,7 +181,8 @@ unify_interfaces(struct shader_info **infos)
}
static void
-update_xfb_info(struct gl_transform_feedback_info *xfb_info)
+update_xfb_info(struct gl_transform_feedback_info *xfb_info,
+ struct shader_info *info)
{
if (!xfb_info)
return;
@@ -210,6 +211,8 @@ update_xfb_info(struct gl_transform_feedback_info *xfb_info)
output->ComponentOffset = 3;
break;
}
+
+ info->outputs_written |= 1ull << output->OutputRegister;
}
}
@@ -236,8 +239,6 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
prog->ShadowSamplers = shader->shadow_samplers;
_mesa_update_shader_textures_used(shProg, prog);
- update_xfb_info(prog->sh.LinkedTransformFeedback);
-
bool debug_enabled =
(INTEL_DEBUG & intel_debug_flag_for_shader_stage(shader->Stage));
@@ -252,6 +253,8 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
compiler->scalar_stage[stage]);
infos[stage] = &prog->nir->info;
+ update_xfb_info(prog->sh.LinkedTransformFeedback, infos[stage]);
+
/* Make a pass over the IR to add state references for any built-in
* uniforms that are used. This has to be done now (during linking).
* Code generation doesn't happen until the first time this shader is