[Mesa-dev] [PATCH v2 09/15] i965/fs: calculate first non-payload GRF using attrib slots
Antia Puentes
apuentes at igalia.com
Thu May 12 18:28:15 UTC 2016
From: "Juan A. Suarez Romero" <jasuarez at igalia.com>
When computing where the first non-payload GRF starts, we can't rely on
the number of attributes, as each attribute can be using 1 or 2 slots
depending on whether they are a dvec3/4 or other.
Instead, we need to use the number of slots used by the attributes.
Reviewed-by: Kenneth Graunke <kenneth at whitecape.org>
---
src/mesa/drivers/dri/i965/brw_compiler.h | 1 +
src/mesa/drivers/dri/i965/brw_fs.cpp | 2 +-
src/mesa/drivers/dri/i965/brw_vec4.cpp | 1 +
3 files changed, 3 insertions(+), 1 deletion(-)
diff --git a/src/mesa/drivers/dri/i965/brw_compiler.h b/src/mesa/drivers/dri/i965/brw_compiler.h
index 5807305..446c609 100644
--- a/src/mesa/drivers/dri/i965/brw_compiler.h
+++ b/src/mesa/drivers/dri/i965/brw_compiler.h
@@ -607,6 +607,7 @@ struct brw_vs_prog_data {
GLbitfield64 inputs_read;
unsigned nr_attributes;
+ unsigned nr_attribute_slots;
bool uses_vertexid;
bool uses_instanceid;
diff --git a/src/mesa/drivers/dri/i965/brw_fs.cpp b/src/mesa/drivers/dri/i965/brw_fs.cpp
index e2a87a7..970846c 100644
--- a/src/mesa/drivers/dri/i965/brw_fs.cpp
+++ b/src/mesa/drivers/dri/i965/brw_fs.cpp
@@ -1875,7 +1875,7 @@ fs_visitor::assign_vs_urb_setup()
assert(stage == MESA_SHADER_VERTEX);
/* Each attribute is 4 regs. */
- this->first_non_payload_grf += 4 * vs_prog_data->nr_attributes;
+ this->first_non_payload_grf += 4 * vs_prog_data->nr_attribute_slots;
assert(vs_prog_data->base.urb_read_length <= 15);
diff --git a/src/mesa/drivers/dri/i965/brw_vec4.cpp b/src/mesa/drivers/dri/i965/brw_vec4.cpp
index b144fe8..88d9317 100644
--- a/src/mesa/drivers/dri/i965/brw_vec4.cpp
+++ b/src/mesa/drivers/dri/i965/brw_vec4.cpp
@@ -2120,6 +2120,7 @@ brw_compile_vs(const struct brw_compiler *compiler, void *log_data,
DIV_ROUND_UP(MAX2(nr_attribute_slots, 1), 2);
prog_data->nr_attributes = nr_attributes;
+ prog_data->nr_attribute_slots = nr_attribute_slots;
/* Since vertex shaders reuse the same VUE entry for inputs and outputs
* (overwriting the original contents), we need to make sure the size is
--
2.7.4
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