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-rw-r--r--src/gallium/auxiliary/tgsi/tgsi_strings.c1
-rw-r--r--src/gallium/auxiliary/tgsi/tgsi_ureg.c19
-rw-r--r--src/gallium/auxiliary/tgsi/tgsi_ureg.h2
-rw-r--r--src/gallium/docs/source/tgsi.rst8
-rw-r--r--src/gallium/include/pipe/p_shader_tokens.h3
5 files changed, 32 insertions, 1 deletions
diff --git a/src/gallium/auxiliary/tgsi/tgsi_strings.c b/src/gallium/auxiliary/tgsi/tgsi_strings.c
index 6bd1a2e14d2..ae779a8320a 100644
--- a/src/gallium/auxiliary/tgsi/tgsi_strings.c
+++ b/src/gallium/auxiliary/tgsi/tgsi_strings.c
@@ -145,6 +145,7 @@ const char *tgsi_property_names[TGSI_PROPERTY_COUNT] =
"NUM_CLIPDIST_ENABLED",
"NUM_CULLDIST_ENABLED",
"FS_EARLY_DEPTH_STENCIL",
+ "NEXT_SHADER",
};
const char *tgsi_return_type_names[TGSI_RETURN_TYPE_COUNT] =
diff --git a/src/gallium/auxiliary/tgsi/tgsi_ureg.c b/src/gallium/auxiliary/tgsi/tgsi_ureg.c
index ab1d03458ef..0dd5ea76f33 100644
--- a/src/gallium/auxiliary/tgsi/tgsi_ureg.c
+++ b/src/gallium/auxiliary/tgsi/tgsi_ureg.c
@@ -101,6 +101,7 @@ struct ureg_program
{
unsigned processor;
bool supports_any_inout_decl_range;
+ int next_shader_processor;
struct {
unsigned semantic_name;
@@ -1966,6 +1967,16 @@ const struct tgsi_token *ureg_finalize( struct ureg_program *ureg )
{
const struct tgsi_token *tokens;
+ switch (ureg->processor) {
+ case TGSI_PROCESSOR_VERTEX:
+ case TGSI_PROCESSOR_TESS_EVAL:
+ ureg_property(ureg, TGSI_PROPERTY_NEXT_SHADER,
+ ureg->next_shader_processor == -1 ?
+ TGSI_PROCESSOR_FRAGMENT :
+ ureg->next_shader_processor);
+ break;
+ }
+
emit_header( ureg );
emit_decls( ureg );
copy_instructions( ureg );
@@ -2079,6 +2090,7 @@ ureg_create_with_screen(unsigned processor, struct pipe_screen *screen)
screen->get_shader_param(screen,
util_pipe_shader_from_tgsi_processor(processor),
PIPE_SHADER_CAP_TGSI_ANY_INOUT_DECL_RANGE) != 0;
+ ureg->next_shader_processor = -1;
for (i = 0; i < Elements(ureg->properties); i++)
ureg->properties[i] = ~0;
@@ -2108,6 +2120,13 @@ no_ureg:
}
+void
+ureg_set_next_shader_processor(struct ureg_program *ureg, unsigned processor)
+{
+ ureg->next_shader_processor = processor;
+}
+
+
unsigned
ureg_get_nr_outputs( const struct ureg_program *ureg )
{
diff --git a/src/gallium/auxiliary/tgsi/tgsi_ureg.h b/src/gallium/auxiliary/tgsi/tgsi_ureg.h
index 04a62a6e160..74324678a99 100644
--- a/src/gallium/auxiliary/tgsi/tgsi_ureg.h
+++ b/src/gallium/auxiliary/tgsi/tgsi_ureg.h
@@ -114,6 +114,8 @@ ureg_create_shader( struct ureg_program *,
struct pipe_context *pipe,
const struct pipe_stream_output_info *so );
+void
+ureg_set_next_shader_processor(struct ureg_program *ureg, unsigned processor);
/* Alternately, return the built token stream and hand ownership of
* that memory to the caller:
diff --git a/src/gallium/docs/source/tgsi.rst b/src/gallium/docs/source/tgsi.rst
index af2df2251da..6366f7e802d 100644
--- a/src/gallium/docs/source/tgsi.rst
+++ b/src/gallium/docs/source/tgsi.rst
@@ -3213,6 +3213,14 @@ Whether depth test, stencil test, and occlusion query should run before
the fragment shader (regardless of fragment shader side effects). Corresponds
to GLSL early_fragment_tests.
+NEXT_SHADER
+"""""""""""
+
+Which shader stage will MOST LIKELY follow after this shader when the shader
+is bound. This is only a hint to the driver and doesn't have to be precise.
+Only set for VS and TES.
+
+
Texture Sampling and Texture Formats
------------------------------------
diff --git a/src/gallium/include/pipe/p_shader_tokens.h b/src/gallium/include/pipe/p_shader_tokens.h
index 7a34841088a..5c460276d73 100644
--- a/src/gallium/include/pipe/p_shader_tokens.h
+++ b/src/gallium/include/pipe/p_shader_tokens.h
@@ -278,7 +278,8 @@ union tgsi_immediate_data
#define TGSI_PROPERTY_NUM_CLIPDIST_ENABLED 15
#define TGSI_PROPERTY_NUM_CULLDIST_ENABLED 16
#define TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL 17
-#define TGSI_PROPERTY_COUNT 18
+#define TGSI_PROPERTY_NEXT_SHADER 18
+#define TGSI_PROPERTY_COUNT 19
struct tgsi_property {
unsigned Type : 4; /**< TGSI_TOKEN_TYPE_PROPERTY */