i965: bring back type_size_vec4_times_4()

We will use this for output varyings. To make component
packing simpler we will just treat all varyings as vec4s.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Timothy Arceri
2016-07-19 15:13:51 +10:00
parent 9d503aea06
commit 09e46f99ad
2 changed files with 14 additions and 0 deletions

View File

@@ -509,6 +509,19 @@ type_size_scalar(const struct glsl_type *type)
return 0;
}
/**
* Returns the number of scalar components needed to store type, assuming
* that vectors are padded out to vec4.
*
* This has the packing rules of type_size_vec4(), but counts components
* similar to type_size_scalar().
*/
extern "C" int
type_size_vec4_times_4(const struct glsl_type *type)
{
return 4 * type_size_vec4(type);
}
/* Attribute arrays are loaded as one vec4 per element (or matrix column),
* except for double-precision types, which are loaded as one dvec4.
*/

View File

@@ -294,6 +294,7 @@ struct gl_linked_shader *brw_new_shader(gl_shader_stage stage);
int type_size_scalar(const struct glsl_type *type);
int type_size_vec4(const struct glsl_type *type);
int type_size_dvec4(const struct glsl_type *type);
int type_size_vec4_times_4(const struct glsl_type *type);
int type_size_vs_input(const struct glsl_type *type);
unsigned tesslevel_outer_components(GLenum tes_primitive_mode);