diff options
author | Kenneth Graunke <kenneth@whitecape.org> | 2014-10-28 18:13:49 -0700 |
---|---|---|
committer | Kenneth Graunke <kenneth@whitecape.org> | 2014-12-02 17:00:26 -0800 |
commit | a64f3ba3d1c9be83783539203330f32c037abdb1 (patch) | |
tree | 68d393afb2ad826f83494fa523330d37342b183f /src/mesa/drivers/dri/i965/brw_vs.h | |
parent | 5f34a18f96e58aff1aca2d2971fca1c91dc6931d (diff) |
i965: Move program key structures to brw_program.h.
With fs_visitor/fs_generator being reused for SIMD8 VS/GS programs,
we're running into weird #include patterns, where scalar code #includes
brw_vec4.h and such.
Program keys aren't really related to SIMD4X2/SIMD8 execution - they
mostly capture NOS for a particular shader stage. Consolidating them
all in one place that's vec4/scalar neutral should help avoid problems.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_vs.h')
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_vs.h | 22 |
1 files changed, 0 insertions, 22 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_vs.h b/src/mesa/drivers/dri/i965/brw_vs.h index f6e6b31f68b..93c5389a737 100644 --- a/src/mesa/drivers/dri/i965/brw_vs.h +++ b/src/mesa/drivers/dri/i965/brw_vs.h @@ -50,28 +50,6 @@ #define BRW_ATTRIB_WA_SIGN 32 /* interpret as signed in shader */ #define BRW_ATTRIB_WA_SCALE 64 /* interpret as scaled in shader */ -struct brw_vs_prog_key { - struct brw_vec4_prog_key base; - - /* - * Per-attribute workaround flags - */ - uint8_t gl_attrib_wa_flags[VERT_ATTRIB_MAX]; - - GLuint copy_edgeflag:1; - - /** - * For pre-Gen6 hardware, a bitfield indicating which texture coordinates - * are going to be replaced with point coordinates (as a consequence of a - * call to glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE)). Because - * our SF thread requires exact matching between VS outputs and FS inputs, - * these texture coordinates will need to be unconditionally included in - * the VUE, even if they aren't written by the vertex shader. - */ - GLuint point_coord_replace:8; -}; - - struct brw_vs_compile { struct brw_vec4_compile base; struct brw_vs_prog_key key; |