i965: take care of doubles when lowering VS inputs
Input attributes can require 2 vec4 or 1 vec4 depending on whether they are double-precision or not. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
committed by
Alejandro Piñeiro
parent
7ea09511ca
commit
d6281a9d95
@@ -545,6 +545,19 @@ type_size_vec4_times_4(const struct glsl_type *type)
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return 4 * type_size_vec4(type);
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}
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/* Attribute arrays are loaded as one vec4 per element (or matrix column),
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* except for double-precision types, which are loaded as one dvec4.
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*/
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extern "C" int
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type_size_vs_input(const struct glsl_type *type)
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{
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if (type->is_double()) {
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return type_size_vec4(type) / 2;
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} else {
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return type_size_vec4(type);
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}
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}
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/**
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* Create a MOV to read the timestamp register.
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*
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@@ -23,6 +23,7 @@
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#include "brw_nir.h"
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#include "brw_shader.h"
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#include "compiler/glsl_types.h"
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#include "compiler/nir/glsl_to_nir.h"
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#include "compiler/nir/nir_builder.h"
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#include "program/prog_to_nir.h"
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@@ -205,7 +206,7 @@ brw_nir_lower_vs_inputs(nir_shader *nir,
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* loaded as one vec4 or dvec4 per element (or matrix column), depending on
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* whether it is a double-precision type or not.
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*/
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nir_lower_io(nir, nir_var_shader_in, type_size_vec4);
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nir_lower_io(nir, nir_var_shader_in, type_size_vs_input);
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/* This pass needs actual constants */
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nir_opt_constant_folding(nir);
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@@ -294,6 +294,7 @@ struct gl_shader *brw_new_shader(struct gl_context *ctx, GLuint name, GLuint typ
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int type_size_scalar(const struct glsl_type *type);
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int type_size_vec4(const struct glsl_type *type);
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int type_size_vec4_times_4(const struct glsl_type *type);
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int type_size_vs_input(const struct glsl_type *type);
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unsigned tesslevel_outer_components(GLenum tes_primitive_mode);
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unsigned tesslevel_inner_components(GLenum tes_primitive_mode);
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