[Mesa-dev] [PATCH 3/4] r600g: Don't repeat tgsi_scan_shader(), just use result
Marek Olšák
maraeo at gmail.com
Wed Aug 26 04:07:52 PDT 2015
On Tue, Aug 25, 2015 at 1:56 PM, Edward O'Callaghan
<edward.ocallaghan at koparo.com> wrote:
> From: Edward O'Callaghan <eocallaghan at alterapraxis.com>
>
> tgsi_shader_scan() has already happened so just use the results.
>
> Signed-off-by: Edward O'Callaghan <eocallaghan at alterapraxis.com>
> Signed-off-by: Dave Airlie <airlied at redhat.com>
Did Dave really give you this sign-off?
> ---
> src/gallium/drivers/r600/r600_shader.c | 35 ++++++++++------------------------
> 1 file changed, 10 insertions(+), 25 deletions(-)
>
> diff --git a/src/gallium/drivers/r600/r600_shader.c b/src/gallium/drivers/r600/r600_shader.c
> index b830479..009a8f2 100644
> --- a/src/gallium/drivers/r600/r600_shader.c
> +++ b/src/gallium/drivers/r600/r600_shader.c
> @@ -1809,7 +1809,6 @@ static int r600_shader_from_tgsi(struct r600_context *rctx,
> struct tgsi_token *tokens = pipeshader->selector->tokens;
> struct pipe_stream_output_info so = pipeshader->selector->so;
> struct tgsi_full_immediate *immediate;
> - struct tgsi_full_property *property;
> struct r600_shader_ctx ctx;
> struct r600_bytecode_output output[32];
> unsigned output_done, noutput;
> @@ -1968,6 +1967,16 @@ static int r600_shader_from_tgsi(struct r600_context *rctx,
> ctx.nliterals = 0;
> ctx.literals = NULL;
> shader->fs_write_all = FALSE;
> + if (ctx.info.properties[TGSI_PROPERTY_FS_COLOR0_WRITES_ALL_CBUFS])
> + shader->fs_write_all = TRUE;
> +
> + shader->vs_position_window_space = FALSE;
> + if (ctx.info.properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION])
> + shader->vs_position_window_space = TRUE;
> +
> + pipeshader->selector->gs_output_prim = ctx.info.properties[TGSI_PROPERTY_GS_OUTPUT_PRIM];
> + pipeshader->selector->gs_max_out_vertices = ctx.info.properties[TGSI_PROPERTY_GS_MAX_OUTPUT_VERTICES];
> + pipeshader->selector->gs_num_invocations = ctx.info.properties[TGSI_PROPERTY_GS_INVOCATIONS];
Same as in the previous patch. The selector isn't owned by shader
variants, so shader variants shouldn't modify it.
Marek
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