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-rw-r--r--src/gallium/drivers/radeonsi/si_shader.h21
1 files changed, 9 insertions, 12 deletions
diff --git a/src/gallium/drivers/radeonsi/si_shader.h b/src/gallium/drivers/radeonsi/si_shader.h
index d815ce27e6a..de69a273ab4 100644
--- a/src/gallium/drivers/radeonsi/si_shader.h
+++ b/src/gallium/drivers/radeonsi/si_shader.h
@@ -26,14 +26,15 @@
* Christian König <[email protected]>
*/
-/* How linking tessellation shader inputs and outputs works.
+/* How linking shader inputs and outputs between vertex, tessellation, and
+ * geometry shaders works.
*
* Inputs and outputs between shaders are stored in a buffer. This buffer
* lives in LDS (typical case for tessellation), but it can also live
- * in memory. Each input or output has a fixed location within a vertex.
+ * in memory (ESGS). Each input or output has a fixed location within a vertex.
* The highest used input or output determines the stride between vertices.
*
- * Since tessellation is only enabled in the OpenGL core profile,
+ * Since GS and tessellation are only possible in the OpenGL core profile,
* only these semantics are valid for per-vertex data:
*
* Name Location
@@ -57,13 +58,11 @@
* That's how independent shaders agree on input and output locations.
* The si_shader_io_get_unique_index function assigns the locations.
*
- * Other required information for calculating the input and output addresses
- * like the vertex stride, the patch stride, and the offsets where per-vertex
- * and per-patch data start, is passed to the shader via user data SGPRs.
- * The offsets and strides are calculated at draw time and aren't available
- * at compile time.
- *
- * The same approach should be used for linking ES->GS in the future.
+ * For tessellation, other required information for calculating the input and
+ * output addresses like the vertex stride, the patch stride, and the offsets
+ * where per-vertex and per-patch data start, is passed to the shader via
+ * user data SGPRs. The offsets and strides are calculated at draw time and
+ * aren't available at compile time.
*/
#ifndef SI_SHADER_H
@@ -245,7 +244,6 @@ union si_shader_key {
/* Mask of "get_unique_index" bits - which outputs are read
* by the next stage (needed by ES).
* This describes how outputs are laid out in memory. */
- uint64_t es_enabled_outputs;
unsigned as_es:1; /* export shader */
unsigned as_ls:1; /* local shader */
unsigned export_prim_id:1; /* when PS needs it and GS is disabled */
@@ -257,7 +255,6 @@ union si_shader_key {
/* Mask of "get_unique_index" bits - which outputs are read
* by the next stage (needed by ES).
* This describes how outputs are laid out in memory. */
- uint64_t es_enabled_outputs;
unsigned as_es:1; /* export shader */
unsigned export_prim_id:1; /* when PS needs it and GS is disabled */
} tes; /* tessellation evaluation shader */