diff options
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_vec4.cpp')
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_vec4.cpp | 34 |
1 files changed, 34 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_vec4.cpp b/src/mesa/drivers/dri/i965/brw_vec4.cpp index ca4d23a490c..00e2d63804e 100644 --- a/src/mesa/drivers/dri/i965/brw_vec4.cpp +++ b/src/mesa/drivers/dri/i965/brw_vec4.cpp @@ -1933,6 +1933,40 @@ brw_compile_vs(const struct brw_compiler *compiler, void *log_data, { const unsigned *assembly = NULL; + unsigned nr_attributes = _mesa_bitcount_64(prog_data->inputs_read); + + /* gl_VertexID and gl_InstanceID are system values, but arrive via an + * incoming vertex attribute. So, add an extra slot. + */ + if (shader->info.system_values_read & + (BITFIELD64_BIT(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) | + BITFIELD64_BIT(SYSTEM_VALUE_INSTANCE_ID))) { + nr_attributes++; + } + + /* The 3DSTATE_VS documentation lists the lower bound on "Vertex URB Entry + * Read Length" as 1 in vec4 mode, and 0 in SIMD8 mode. Empirically, in + * vec4 mode, the hardware appears to wedge unless we read something. + */ + if (compiler->scalar_vs) + prog_data->base.urb_read_length = DIV_ROUND_UP(nr_attributes, 2); + else + prog_data->base.urb_read_length = DIV_ROUND_UP(MAX2(nr_attributes, 1), 2); + + prog_data->nr_attributes = nr_attributes; + + /* Since vertex shaders reuse the same VUE entry for inputs and outputs + * (overwriting the original contents), we need to make sure the size is + * the larger of the two. + */ + const unsigned vue_entries = + MAX2(nr_attributes, (unsigned)prog_data->base.vue_map.num_slots); + + if (compiler->devinfo->gen == 6) + prog_data->base.urb_entry_size = DIV_ROUND_UP(vue_entries, 8); + else + prog_data->base.urb_entry_size = DIV_ROUND_UP(vue_entries, 4); + if (compiler->scalar_vs) { prog_data->base.dispatch_mode = DISPATCH_MODE_SIMD8; |