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authorIlia Mirkin <imirkin@alum.mit.edu>2014-11-15 13:29:25 -0500
committerIlia Mirkin <imirkin@alum.mit.edu>2014-11-17 22:17:49 -0500
commit68db29c434e144891e5990b032b44495de52f6eb (patch)
tree1aeda9293c643f2dc47a3194199b3d877e512866 /src/gallium/auxiliary/util/u_simple_shaders.c
parent7b8e04b3f0b66bda84cb1ab4f89239f357d9cb64 (diff)
st/mesa: add a fallback for clear_with_quad when no vs_layer
Not all drivers can set gl_Layer from VS. Add a fallback that passes the instance id from VS to GS, and then uses the GS to set the layer. Tested by adding quad_buffers |= clear_buffers; clear_buffers = 0; to the st_Clear logic, and forcing set_vertex_shader_layered in all cases. No piglit regressions (on piglits with 'clear' in the name). Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Marek Olšák <marek.olsak@amd.com> Cc: "10.4 10.3" <mesa-stable@lists.freedesktop.org>
Diffstat (limited to 'src/gallium/auxiliary/util/u_simple_shaders.c')
-rw-r--r--src/gallium/auxiliary/util/u_simple_shaders.c70
1 files changed, 70 insertions, 0 deletions
diff --git a/src/gallium/auxiliary/util/u_simple_shaders.c b/src/gallium/auxiliary/util/u_simple_shaders.c
index 0eeb7d99173..edb30379b31 100644
--- a/src/gallium/auxiliary/util/u_simple_shaders.c
+++ b/src/gallium/auxiliary/util/u_simple_shaders.c
@@ -130,6 +130,76 @@ void *util_make_layered_clear_vertex_shader(struct pipe_context *pipe)
return pipe->create_vs_state(pipe, &state);
}
+/**
+ * Takes position and color, and outputs position, color, and instance id.
+ */
+void *util_make_layered_clear_helper_vertex_shader(struct pipe_context *pipe)
+{
+ static const char text[] =
+ "VERT\n"
+ "DCL IN[0]\n"
+ "DCL IN[1]\n"
+ "DCL SV[0], INSTANCEID\n"
+ "DCL OUT[0], POSITION\n"
+ "DCL OUT[1], GENERIC[0]\n"
+ "DCL OUT[2], GENERIC[1]\n"
+
+ "MOV OUT[0], IN[0]\n"
+ "MOV OUT[1], IN[1]\n"
+ "MOV OUT[2].x, SV[0].xxxx\n"
+ "END\n";
+ struct tgsi_token tokens[1000];
+ struct pipe_shader_state state = {tokens};
+
+ if (!tgsi_text_translate(text, tokens, Elements(tokens))) {
+ assert(0);
+ return NULL;
+ }
+ return pipe->create_vs_state(pipe, &state);
+}
+
+/**
+ * Takes position, color, and target layer, and emits vertices on that target
+ * layer, with the specified color.
+ */
+void *util_make_layered_clear_geometry_shader(struct pipe_context *pipe)
+{
+ static const char text[] =
+ "GEOM\n"
+ "PROPERTY GS_INPUT_PRIMITIVE TRIANGLES\n"
+ "PROPERTY GS_OUTPUT_PRIMITIVE TRIANGLE_STRIP\n"
+ "PROPERTY GS_MAX_OUTPUT_VERTICES 3\n"
+ "PROPERTY GS_INVOCATIONS 1\n"
+ "DCL IN[][0], POSITION\n" /* position */
+ "DCL IN[][1], GENERIC[0]\n" /* color */
+ "DCL IN[][2], GENERIC[1]\n" /* vs invocation */
+ "DCL OUT[0], POSITION\n"
+ "DCL OUT[1], GENERIC[0]\n"
+ "DCL OUT[2], LAYER\n"
+ "IMM[0] INT32 {0, 0, 0, 0}\n"
+
+ "MOV OUT[0], IN[0][0]\n"
+ "MOV OUT[1], IN[0][1]\n"
+ "MOV OUT[2].x, IN[0][2].xxxx\n"
+ "EMIT IMM[0].xxxx\n"
+ "MOV OUT[0], IN[1][0]\n"
+ "MOV OUT[1], IN[1][1]\n"
+ "MOV OUT[2].x, IN[1][2].xxxx\n"
+ "EMIT IMM[0].xxxx\n"
+ "MOV OUT[0], IN[2][0]\n"
+ "MOV OUT[1], IN[2][1]\n"
+ "MOV OUT[2].x, IN[2][2].xxxx\n"
+ "EMIT IMM[0].xxxx\n"
+ "END\n";
+ struct tgsi_token tokens[1000];
+ struct pipe_shader_state state = {tokens};
+
+ if (!tgsi_text_translate(text, tokens, Elements(tokens))) {
+ assert(0);
+ return NULL;
+ }
+ return pipe->create_gs_state(pipe, &state);
+}
/**
* Make simple fragment texture shader: