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authorEric Anholt <[email protected]>2015-01-10 14:30:25 +1300
committerEric Anholt <[email protected]>2015-01-10 15:24:56 +1300
commitb920ecf793bd419558a240014624add08774765d (patch)
treeb1ae0fb208547b3e14237f2fe202fb328500c937 /src/gallium/drivers/vc4/vc4_context.h
parentc772c92153fdcd4ba4920b7ef1745ce83b09603b (diff)
vc4: Cook up the draw-time VPM setup info during shader compile.
This will give the compiler the chance to dead-code eliminate unused VPM reads. This is particularly a big deal in the CS where a bunch of vattrs are just not going to be used.
Diffstat (limited to 'src/gallium/drivers/vc4/vc4_context.h')
-rw-r--r--src/gallium/drivers/vc4/vc4_context.h6
1 files changed, 6 insertions, 0 deletions
diff --git a/src/gallium/drivers/vc4/vc4_context.h b/src/gallium/drivers/vc4/vc4_context.h
index 7e18a75e5b6..90a68e5c28e 100644
--- a/src/gallium/drivers/vc4/vc4_context.h
+++ b/src/gallium/drivers/vc4/vc4_context.h
@@ -121,6 +121,12 @@ struct vc4_compiled_shader {
uint8_t num_inputs;
+ /* Byte offsets for the start of the vertex attributes 0-7, and the
+ * total size as "attribute" 8.
+ */
+ uint8_t vattr_offsets[9];
+ uint8_t vattrs_live;
+
/**
* Array of the meanings of the VPM inputs this shader needs.
*