[Mesa-dev] [PATCH 4/4] i965/gs: Fixup gl_PointSize on entry to geometry shaders.
Paul Berry
stereotype441 at gmail.com
Sat Sep 14 13:00:36 PDT 2013
gl_PointSize is stored in the w component of VARYING_SLOT_PSIZ, but
the geometry shader infrastructure assumes that it should look for all
geometry shader inputs of type float in the x component. So when
compiling a geomtery shader that uses a gl_PointSize input, fix it up
during the shader prolog by moving the w component to the x component.
This is similar to how we emit fixups and workarounds for vertex
shader attributes.
Fixes piglit test spec/glsl-1.50/execution/geometry/core-inputs.
---
src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.cpp | 17 +++++++++++++++++
1 file changed, 17 insertions(+)
diff --git a/src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.cpp b/src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.cpp
index 960f970..c0913f5 100644
--- a/src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.cpp
+++ b/src/mesa/drivers/dri/i965/brw_vec4_gs_visitor.cpp
@@ -152,6 +152,23 @@ vec4_gs_visitor::emit_prolog()
}
}
+ /* If the geometry shader uses the gl_PointSize input, we need to fix it up
+ * to account for the fact that the vertex shader stored it in the w
+ * component of VARYING_SLOT_PSIZ.
+ */
+ if (c->gp->program.Base.InputsRead & VARYING_BIT_PSIZ) {
+ this->current_annotation = "swizzle gl_PointSize input";
+ for (int vertex = 0; vertex < c->gp->program.VerticesIn; vertex++) {
+ dst_reg dst(ATTR,
+ BRW_VARYING_SLOT_COUNT * vertex + VARYING_SLOT_PSIZ);
+ dst.type = BRW_REGISTER_TYPE_F;
+ src_reg src(dst);
+ dst.writemask = WRITEMASK_X;
+ src.swizzle = BRW_SWIZZLE_WWWW;
+ emit(MOV(dst, src));
+ }
+ }
+
this->current_annotation = NULL;
}
--
1.8.4
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