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authorIago Toral Quiroga <[email protected]>2017-01-05 13:17:53 +0100
committerIago Toral Quiroga <[email protected]>2017-01-09 11:43:07 +0100
commit566a0c43f0b9fbf5106161471dd5061c7275f761 (patch)
treec8fd58c2d28c60767de579d43ea15c5fb03e8c6d /src/intel/vulkan/genX_pipeline.c
parent0449c93638e74cc0d04986664c0b8b7ec2615893 (diff)
anv: don't skip the VUE header if we are reading gl_Layer in a fragment shader
This is the same we do in the GL driver: the hardware provides gl_Layer in the VUE header, so when the fragment shader reads it we can't skip it. Reviewed-by: Jason Ekstrand <[email protected]>
Diffstat (limited to 'src/intel/vulkan/genX_pipeline.c')
-rw-r--r--src/intel/vulkan/genX_pipeline.c20
1 files changed, 16 insertions, 4 deletions
diff --git a/src/intel/vulkan/genX_pipeline.c b/src/intel/vulkan/genX_pipeline.c
index c3feb115bb2..90968b490f7 100644
--- a/src/intel/vulkan/genX_pipeline.c
+++ b/src/intel/vulkan/genX_pipeline.c
@@ -325,6 +325,8 @@ emit_3dstate_sbe(struct anv_pipeline *pipeline)
# define swiz sbe
#endif
+ /* Skip the VUE header and position slots by default */
+ unsigned urb_entry_read_offset = 1;
int max_source_attr = 0;
for (int attr = 0; attr < VARYING_SLOT_MAX; attr++) {
int input_index = wm_prog_data->urb_setup[attr];
@@ -332,6 +334,12 @@ emit_3dstate_sbe(struct anv_pipeline *pipeline)
if (input_index < 0)
continue;
+ /* gl_Layer is stored in the VUE header */
+ if (attr == VARYING_SLOT_LAYER) {
+ urb_entry_read_offset = 0;
+ continue;
+ }
+
if (attr == VARYING_SLOT_PNTC) {
sbe.PointSpriteTextureCoordinateEnable = 1 << input_index;
continue;
@@ -356,18 +364,22 @@ emit_3dstate_sbe(struct anv_pipeline *pipeline)
swiz.Attribute[input_index].ComponentOverrideZ = true;
swiz.Attribute[input_index].ComponentOverrideW = true;
} else {
- assert(slot >= 2);
- const int source_attr = slot - 2;
- max_source_attr = MAX2(max_source_attr, source_attr);
/* We have to subtract two slots to accout for the URB entry output
* read offset in the VS and GS stages.
*/
+ assert(slot >= 2);
+ const int source_attr = slot - 2 * urb_entry_read_offset;
+ max_source_attr = MAX2(max_source_attr, source_attr);
swiz.Attribute[input_index].SourceAttribute = source_attr;
}
}
- sbe.VertexURBEntryReadOffset = 1; /* Skip the VUE header and position slots */
+ sbe.VertexURBEntryReadOffset = urb_entry_read_offset;
sbe.VertexURBEntryReadLength = DIV_ROUND_UP(max_source_attr + 1, 2);
+#if GEN_GEN >= 8
+ sbe.ForceVertexURBEntryReadOffset = true;
+ sbe.ForceVertexURBEntryReadLength = true;
+#endif
uint32_t *dw = anv_batch_emit_dwords(&pipeline->batch,
GENX(3DSTATE_SBE_length));