diff options
author | Eric Anholt <[email protected]> | 2014-09-25 14:57:01 -0700 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2014-10-14 11:29:48 +0100 |
commit | b5fc9d5664d08d2e47ae89bf580e43732346a694 (patch) | |
tree | a491d70780565b0908ee273b35875b3565af1934 /src/gallium/drivers/vc4/vc4_draw.c | |
parent | a2fd55cfb65d3933c27ed6c2259966a98acc55eb (diff) |
vc4: Add support for having 0 vertex elements used.
You have to load at least 1, according to the simulator. Fixes 4 piglit
tests and even more ES2 conformance tests.
Diffstat (limited to 'src/gallium/drivers/vc4/vc4_draw.c')
-rw-r--r-- | src/gallium/drivers/vc4/vc4_draw.c | 27 |
1 files changed, 21 insertions, 6 deletions
diff --git a/src/gallium/drivers/vc4/vc4_draw.c b/src/gallium/drivers/vc4/vc4_draw.c index 1a0c0dc6552..0938a76e000 100644 --- a/src/gallium/drivers/vc4/vc4_draw.c +++ b/src/gallium/drivers/vc4/vc4_draw.c @@ -120,8 +120,12 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info) &vc4->constbuf[PIPE_SHADER_VERTEX], &vc4->verttex); + /* The simulator throws a fit if VS or CS don't read an attribute, so + * we emit a dummy read. + */ + uint32_t num_elements_emit = MAX2(vtx->num_elements, 1); /* Emit the shader record. */ - cl_start_shader_reloc(&vc4->shader_rec, 3 + vtx->num_elements); + cl_start_shader_reloc(&vc4->shader_rec, 3 + num_elements_emit); cl_u16(&vc4->shader_rec, VC4_SHADER_FLAG_ENABLE_CLIPPING | ((info->mode == PIPE_PRIM_POINTS && @@ -133,14 +137,14 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info) cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */ cl_u16(&vc4->shader_rec, 0); /* vs num uniforms */ - cl_u8(&vc4->shader_rec, (1 << vtx->num_elements) - 1); /* vs attribute array bitfield */ - cl_u8(&vc4->shader_rec, 16 * vtx->num_elements); /* vs total attribute size */ + cl_u8(&vc4->shader_rec, (1 << num_elements_emit) - 1); /* vs attribute array bitfield */ + cl_u8(&vc4->shader_rec, 16 * num_elements_emit); /* vs total attribute size */ cl_reloc(vc4, &vc4->shader_rec, vc4->prog.vs->bo, 0); cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */ cl_u16(&vc4->shader_rec, 0); /* cs num uniforms */ - cl_u8(&vc4->shader_rec, (1 << vtx->num_elements) - 1); /* cs attribute array bitfield */ - cl_u8(&vc4->shader_rec, 16 * vtx->num_elements); /* cs total attribute size */ + cl_u8(&vc4->shader_rec, (1 << num_elements_emit) - 1); /* cs attribute array bitfield */ + cl_u8(&vc4->shader_rec, 16 * num_elements_emit); /* cs total attribute size */ cl_reloc(vc4, &vc4->shader_rec, vc4->prog.cs->bo, 0); cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */ @@ -167,13 +171,24 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info) } } + if (vtx->num_elements == 0) { + assert(num_elements_emit == 1); + struct vc4_bo *bo = vc4_bo_alloc(vc4->screen, 4096, "scratch VBO"); + cl_reloc(vc4, &vc4->shader_rec, bo, 0); + cl_u8(&vc4->shader_rec, 16 - 1); /* element size */ + cl_u8(&vc4->shader_rec, 0); /* stride */ + cl_u8(&vc4->shader_rec, 0); /* VS VPM offset */ + cl_u8(&vc4->shader_rec, 0); /* CS VPM offset */ + vc4_bo_unreference(&bo); + } + /* the actual draw call. */ cl_u8(&vc4->bcl, VC4_PACKET_GL_SHADER_STATE); assert(vtx->num_elements <= 8); /* Note that number of attributes == 0 in the packet means 8 * attributes. This field also contains the offset into shader_rec. */ - cl_u32(&vc4->bcl, vtx->num_elements & 0x7); + cl_u32(&vc4->bcl, num_elements_emit & 0x7); /* Note that the primitive type fields match with OpenGL/gallium * definitions, up to but not including QUADS. |