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authorKenneth Graunke <[email protected]>2015-10-01 00:46:19 -0700
committerKenneth Graunke <[email protected]>2015-10-04 14:00:01 -0700
commit5d7f8cb5a511977e256e773716fac3415d01443e (patch)
tree8f9a63c314cb8e9ca5880a044534eb803b695512 /src/mapi/glapi/glapi_getproc.c
parentf2a4b40cf15cbc5eaab1776ad275ed8eead3322f (diff)
nir: Introduce new nir_intrinsic_load_per_vertex_input intrinsics.
Geometry and tessellation shaders process multiple vertices; their inputs are arrays indexed by the vertex number. While GLSL makes this look like a normal array, it can be very different behind the scenes. On Intel hardware, all inputs for a particular vertex are stored together - as if they were grouped into a single struct. This means that consecutive elements of these top-level arrays are not contiguous. In fact, they may sometimes be in completely disjoint memory segments. NIR's existing load_input intrinsics are awkward for this case, as they distill everything down to a single offset. We'd much rather keep the vertex ID separate, but build up an offset as normal beyond that. This patch introduces new nir_intrinsic_load_per_vertex_input intrinsics to handle this case. They work like ordinary load_input intrinsics, but have an extra source (src[0]) which represents the outermost array index. v2: Rebase on earlier refactors. v3: Use ssa defs instead of nir_srcs, rebase on earlier refactors. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
Diffstat (limited to 'src/mapi/glapi/glapi_getproc.c')
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