nir: Move GS data to nir_shader_info

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Jason Ekstrand
2015-10-01 18:27:38 -07:00
parent e4fea486da
commit 7a8d06b6dd
4 changed files with 11 additions and 14 deletions
+2 -2
View File
@@ -150,8 +150,6 @@ glsl_to_nir(const struct gl_shader_program *shader_prog,
if (sh->Program->SamplersUsed & (1 << i))
num_textures = i;
shader->gs.vertices_out = sh->Geom.VerticesOut;
shader->gs.invocations = sh->Geom.Invocations;
shader->info.name = ralloc_asprintf(shader, "GLSL%d", sh->Name);
shader->info.num_textures = num_textures;
shader->info.num_ubos = sh->NumUniformBlocks;
@@ -164,6 +162,8 @@ glsl_to_nir(const struct gl_shader_program *shader_prog,
shader->info.uses_texture_gather = sh->Program->UsesGather;
shader->info.uses_clip_distance_out = sh->Program->UsesClipDistanceOut;
shader->info.separate_shader = shader_prog->SeparateShader;
shader->info.gs.vertices_out = sh->Geom.VerticesOut;
shader->info.gs.invocations = sh->Geom.Invocations;
return shader;
}
-3
View File
@@ -55,9 +55,6 @@ nir_shader_create(void *mem_ctx,
shader->stage = stage;
shader->gs.vertices_out = 0;
shader->gs.invocations = 0;
return shader;
}
+8 -8
View File
@@ -1483,6 +1483,14 @@ typedef struct nir_shader_info {
/* Whether or not separate shader objects were used */
bool separate_shader;
struct {
/** The maximum number of vertices the geometry shader might write. */
unsigned vertices_out;
/** 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS */
unsigned invocations;
} gs;
} nir_shader_info;
typedef struct nir_shader {
@@ -1527,14 +1535,6 @@ typedef struct nir_shader {
/** The shader stage, such as MESA_SHADER_VERTEX. */
gl_shader_stage stage;
struct {
/** The maximum number of vertices the geometry shader might write. */
unsigned vertices_out;
/** 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS */
unsigned invocations;
} gs;
} nir_shader;
#define nir_foreach_overload(shader, overload) \
+1 -1
View File
@@ -76,7 +76,7 @@ rewrite_emit_vertex(nir_intrinsic_instr *intrin, struct state *state)
b->cursor = nir_before_instr(&intrin->instr);
nir_ssa_def *count = nir_load_var(b, state->vertex_count_var);
nir_ssa_def *max_vertices = nir_imm_int(b, b->shader->gs.vertices_out);
nir_ssa_def *max_vertices = nir_imm_int(b, b->shader->info.gs.vertices_out);
/* Create: if (vertex_count < max_vertices) and insert it.
*