diff options
Diffstat (limited to 'src/gallium/drivers/radeonsi/si_shader.h')
-rw-r--r-- | src/gallium/drivers/radeonsi/si_shader.h | 21 |
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 */ |