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authorKenneth Graunke <[email protected]>2015-08-29 00:01:15 -0700
committerKenneth Graunke <[email protected]>2015-09-26 11:59:56 -0700
commit6301af22bb80b2c177539074e3b2c68e65c15d41 (patch)
tree4161b8dab72e1150e3e301b407d478ee328230a3 /src/mesa/drivers/dri/i965/brw_gs.c
parent99df02ca26f6127c8fa24d38a8a069ac6159356a (diff)
i965/gs: Remove the dependency on the VS VUE map.
Because we only support geometry shaders in core profile, we can safely ignore any driver-extending of VS outputs. Those are: - Legacy userclipping (doesn't exist in core profile) - Edgeflag copying (Gen4-5 only, no GS support) - Point coord replacement (Gen4-5 only, no GS support) - front/back color hacks (Gen4-5 only, no GS support) v2: Rebase; leave a comment about why SSO works. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Chris Forbes <[email protected]>
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_gs.c')
-rw-r--r--src/mesa/drivers/dri/i965/brw_gs.c23
1 files changed, 14 insertions, 9 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_gs.c b/src/mesa/drivers/dri/i965/brw_gs.c
index 38b3e3a5cd9..77be9d9beda 100644
--- a/src/mesa/drivers/dri/i965/brw_gs.c
+++ b/src/mesa/drivers/dri/i965/brw_gs.c
@@ -243,8 +243,21 @@ brw_codegen_gs_prog(struct brw_context *brw,
c.prog_data.output_topology =
get_hw_prim_for_gl_prim(gp->program.OutputType);
+ /* The GLSL linker will have already matched up GS inputs and the outputs
+ * of prior stages. The driver does extend VS outputs in some cases, but
+ * only for legacy OpenGL or Gen4-5 hardware, neither of which offer
+ * geometry shader support. So we can safely ignore that.
+ *
+ * For SSO pipelines, we use a fixed VUE map layout based on variable
+ * locations, so we can rely on rendezvous-by-location making this work.
+ *
+ * However, we need to ignore VARYING_SLOT_PRIMITIVE_ID, as it's not
+ * written by previous stages and shows up via payload magic.
+ */
+ GLbitfield64 inputs_read =
+ gp->program.Base.InputsRead & ~VARYING_BIT_PRIMITIVE_ID;
brw_compute_vue_map(brw->intelScreen->devinfo,
- &c.input_vue_map, c.key.input_varyings,
+ &c.input_vue_map, inputs_read,
prog->SeparateShader);
/* GS inputs are read from the VUE 256 bits (2 vec4's) at a time, so we
@@ -305,9 +318,6 @@ brw_gs_populate_key(struct brw_context *brw,
/* _NEW_TEXTURE */
brw_populate_sampler_prog_key_data(ctx, prog, stage_state->sampler_count,
&key->tex);
-
- /* BRW_NEW_VUE_MAP_VS */
- key->input_varyings = brw->vue_map_vs.slots_valid;
}
void
@@ -386,11 +396,6 @@ brw_gs_precompile(struct gl_context *ctx,
brw_setup_tex_for_precompile(brw, &key.tex, prog);
key.program_string_id = bgp->id;
- /* Assume that the set of varyings coming in from the vertex shader exactly
- * matches what the geometry shader requires.
- */
- key.input_varyings = gp->Base.InputsRead;
-
success = brw_codegen_gs_prog(brw, shader_prog, bgp, &key);
brw->gs.base.prog_offset = old_prog_offset;