i965: Don't hardcode g1 for URB handles in fs_visitor::emit_urb_writes().

Tessellation evaluation shaders will use g4 instead.  For now, make an
fs_reg called urb_handle and use that in place of hardcoding g1.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
This commit is contained in:
Kenneth Graunke
2015-12-01 17:51:33 -08:00
parent 77b338d63b
commit 7e0c22d461
+5 -4
View File
@@ -698,6 +698,9 @@ fs_visitor::emit_urb_writes(const fs_reg &gs_vertex_count)
const struct brw_vue_map *vue_map = &vue_prog_data->vue_map;
bool flush;
fs_reg sources[8];
fs_reg urb_handle;
urb_handle = fs_reg(retype(brw_vec8_grf(1, 0), BRW_REGISTER_TYPE_UD));
/* If we don't have any valid slots to write, just do a minimal urb write
* send to terminate the shader. This includes 1 slot of undefined data,
@@ -711,8 +714,7 @@ fs_visitor::emit_urb_writes(const fs_reg &gs_vertex_count)
*/
if (vue_map->slots_valid == 0) {
fs_reg payload = fs_reg(VGRF, alloc.allocate(2), BRW_REGISTER_TYPE_UD);
bld.exec_all().MOV(payload, fs_reg(retype(brw_vec8_grf(1, 0),
BRW_REGISTER_TYPE_UD)));
bld.exec_all().MOV(payload, urb_handle);
fs_inst *inst = bld.emit(SHADER_OPCODE_URB_WRITE_SIMD8, reg_undef, payload);
inst->eot = true;
@@ -856,8 +858,7 @@ fs_visitor::emit_urb_writes(const fs_reg &gs_vertex_count)
ralloc_array(mem_ctx, fs_reg, length + header_size);
fs_reg payload = fs_reg(VGRF, alloc.allocate(length + header_size),
BRW_REGISTER_TYPE_F);
payload_sources[0] =
fs_reg(retype(brw_vec8_grf(1, 0), BRW_REGISTER_TYPE_UD));
payload_sources[0] = urb_handle;
if (opcode == SHADER_OPCODE_URB_WRITE_SIMD8_PER_SLOT)
payload_sources[1] = per_slot_offsets;