[Mesa-dev] [PATCH] st/mesa: replace _mesa_sysval_to_semantic table with function
Brian Paul
brianp at vmware.com
Mon Apr 11 22:33:04 UTC 2016
On 04/11/2016 04:30 PM, Brian Paul wrote:
> Instead of using an array indexed by SYSTEM_VALUE_x, just use a
> switch statement. This fixes a regression caused by inserting new
> SYSTEM_VALUE_ enums but not updating the mapping to TGSI semantics.
> ---
> src/mesa/state_tracker/st_glsl_to_tgsi.cpp | 132 ++++++++++++++---------------
> src/mesa/state_tracker/st_glsl_to_tgsi.h | 3 +-
> src/mesa/state_tracker/st_mesa_to_tgsi.c | 2 +-
> 3 files changed, 69 insertions(+), 68 deletions(-)
>
> diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
> index b9ab7ae..e6df51f 100644
> --- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
> +++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
> @@ -5192,43 +5192,72 @@ struct st_translate {
> };
>
> /** Map Mesa's SYSTEM_VALUE_x to TGSI_SEMANTIC_x */
> -const unsigned _mesa_sysval_to_semantic[SYSTEM_VALUE_MAX] = {
> - /* Vertex shader
> - */
> - TGSI_SEMANTIC_VERTEXID,
> - TGSI_SEMANTIC_INSTANCEID,
> - TGSI_SEMANTIC_VERTEXID_NOBASE,
> - TGSI_SEMANTIC_BASEVERTEX,
> - TGSI_SEMANTIC_BASEINSTANCE,
> - TGSI_SEMANTIC_DRAWID,
> -
> - /* Geometry shader
> - */
> - TGSI_SEMANTIC_INVOCATIONID,
> -
> - /* Fragment shader
> - */
> - TGSI_SEMANTIC_POSITION,
> - TGSI_SEMANTIC_FACE,
> - TGSI_SEMANTIC_SAMPLEID,
> - TGSI_SEMANTIC_SAMPLEPOS,
> - TGSI_SEMANTIC_SAMPLEMASK,
> - TGSI_SEMANTIC_HELPER_INVOCATION,
> -
> - /* Tessellation shaders
> - */
> - TGSI_SEMANTIC_TESSCOORD,
> - TGSI_SEMANTIC_VERTICESIN,
> - TGSI_SEMANTIC_PRIMID,
> - TGSI_SEMANTIC_TESSOUTER,
> - TGSI_SEMANTIC_TESSINNER,
> +unsigned
> +_mesa_sysval_to_semantic(unsigned sysval)
> +{
> + switch (sysval) {
> + /* Vertex shader */
> + case SYSTEM_VALUE_VERTEX_ID:
> + return TGSI_SEMANTIC_VERTEXID;
> + case SYSTEM_VALUE_INSTANCE_ID:
> + return TGSI_SEMANTIC_INSTANCEID;
> + case SYSTEM_VALUE_VERTEX_ID_ZERO_BASE:
> + return TGSI_SEMANTIC_VERTEXID_NOBASE;
> + case SYSTEM_VALUE_BASE_VERTEX:
> + return TGSI_SEMANTIC_BASEVERTEX;
> + case SYSTEM_VALUE_BASE_INSTANCE:
> + return TGSI_SEMANTIC_BASEINSTANCE;
> + case SYSTEM_VALUE_DRAW_ID:
> + return TGSI_SEMANTIC_DRAWID;
> +
> + /* Geometry shader */
> + case SYSTEM_VALUE_INVOCATION_ID:
> + return TGSI_SEMANTIC_INVOCATIONID;
> +
> + /* Fragment shader */
> + case SYSTEM_VALUE_FRAG_COORD:
> + return TGSI_SEMANTIC_POSITION;
> + case SYSTEM_VALUE_FRONT_FACE:
> + return TGSI_SEMANTIC_FACE;
> + case SYSTEM_VALUE_SAMPLE_ID:
> + return TGSI_SEMANTIC_SAMPLEID;
> + case SYSTEM_VALUE_SAMPLE_POS:
> + return TGSI_SEMANTIC_SAMPLEPOS;
> + case SYSTEM_VALUE_SAMPLE_MASK_IN:
> + return TGSI_SEMANTIC_SAMPLEMASK;
> + case SYSTEM_VALUE_HELPER_INVOCATION:
> + return TGSI_SEMANTIC_HELPER_INVOCATION;
> +
> + /* Tessellation shader */
> + case SYSTEM_VALUE_TESS_COORD:
> + return TGSI_SEMANTIC_TESSCOORD;
> + case SYSTEM_VALUE_VERTICES_IN:
> + return TGSI_SEMANTIC_VERTICESIN;
> + case SYSTEM_VALUE_PRIMITIVE_ID:
> + return TGSI_SEMANTIC_PRIMID;
> + case SYSTEM_VALUE_TESS_LEVEL_OUTER:
> + return TGSI_SEMANTIC_TESSOUTER;
> + case SYSTEM_VALUE_TESS_LEVEL_INNER:
> + return TGSI_SEMANTIC_TESSINNER;
> +
> + /* Compute shader */
> + case SYSTEM_VALUE_GLOBAL_INVOCATION_ID:
> + case SYSTEM_VALUE_WORK_GROUP_ID:
> + return TGSI_SEMANTIC_THREAD_ID;
> + case SYSTEM_VALUE_NUM_WORK_GROUPS:
> + return TGSI_SEMANTIC_BLOCK_ID;
> + case SYSTEM_VALUE_VERTEX_CNT:
> + return TGSI_SEMANTIC_GRID_SIZE;
Disregard this. I see I have a few mistakes.
-Brian
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