[Mesa-dev] [PATCH 3/3] i965: Force outputs_written to contain varyings needed by stream-out.
Juan A. Suarez Romero
jasuarez at igalia.com
Mon Sep 18 10:18:40 UTC 2017
For the series:
Reviewed-by: Juan A. Suarez Romero <jasuarez at igalia.com>
On Fri, 2017-09-15 at 10:17 -0700, Kenneth Graunke wrote:
> If transform feedback is recording a varying, it needs a slot in the
> VUE map, regardless of whether or not the shader writes it.
>
> Together with the previous patch, this fixes:
> - KHR-GL45.enhanced_layouts.xfb_capture_struct
>
> The test captures a structure where the vertex shader writes the first
> and third members - but the second still needs a slot.
> ---
> src/mesa/drivers/dri/i965/brw_link.cpp | 9 ++++++---
> 1 file changed, 6 insertions(+), 3 deletions(-)
>
> diff --git a/src/mesa/drivers/dri/i965/brw_link.cpp b/src/mesa/drivers/dri/i965/brw_link.cpp
> index a1082a7a05a..c0fda0d4799 100644
> --- a/src/mesa/drivers/dri/i965/brw_link.cpp
> +++ b/src/mesa/drivers/dri/i965/brw_link.cpp
> @@ -181,7 +181,8 @@ unify_interfaces(struct shader_info **infos)
> }
>
> static void
> -update_xfb_info(struct gl_transform_feedback_info *xfb_info)
> +update_xfb_info(struct gl_transform_feedback_info *xfb_info,
> + struct shader_info *info)
> {
> if (!xfb_info)
> return;
> @@ -210,6 +211,8 @@ update_xfb_info(struct gl_transform_feedback_info *xfb_info)
> output->ComponentOffset = 3;
> break;
> }
> +
> + info->outputs_written |= 1ull << output->OutputRegister;
> }
> }
>
> @@ -236,8 +239,6 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
> prog->ShadowSamplers = shader->shadow_samplers;
> _mesa_update_shader_textures_used(shProg, prog);
>
> - update_xfb_info(prog->sh.LinkedTransformFeedback);
> -
> bool debug_enabled =
> (INTEL_DEBUG & intel_debug_flag_for_shader_stage(shader->Stage));
>
> @@ -252,6 +253,8 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
> compiler->scalar_stage[stage]);
> infos[stage] = &prog->nir->info;
>
> + update_xfb_info(prog->sh.LinkedTransformFeedback, infos[stage]);
> +
> /* Make a pass over the IR to add state references for any built-in
> * uniforms that are used. This has to be done now (during linking).
> * Code generation doesn't happen until the first time this shader is
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