i965/vec4: Use NIR to do GS input remapping
We're already doing this in the FS back-end. This just does the same thing in the vec4 back-end. Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@@ -66,8 +66,10 @@ vec4_gs_visitor::nir_emit_intrinsic(nir_intrinsic_instr *instr)
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nir_const_value *vertex = nir_src_as_const_value(instr->src[0]);
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nir_const_value *offset_reg = nir_src_as_const_value(instr->src[1]);
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const unsigned input_array_stride = prog_data->urb_read_length * 2;
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if (nir_dest_bit_size(instr->dest) == 64) {
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src = src_reg(ATTR, BRW_VARYING_SLOT_COUNT * vertex->u32[0] +
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src = src_reg(ATTR, input_array_stride * vertex->u32[0] +
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instr->const_index[0] + offset_reg->u32[0],
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glsl_type::dvec4_type);
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@@ -85,15 +87,11 @@ vec4_gs_visitor::nir_emit_intrinsic(nir_intrinsic_instr *instr)
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/* Make up a type...we have no way of knowing... */
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const glsl_type *const type = glsl_type::ivec(instr->num_components);
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src = src_reg(ATTR, BRW_VARYING_SLOT_COUNT * vertex->u32[0] +
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src = src_reg(ATTR, input_array_stride * vertex->u32[0] +
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instr->const_index[0] + offset_reg->u32[0],
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type);
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src.swizzle = BRW_SWZ_COMP_INPUT(nir_intrinsic_component(instr));
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/* gl_PointSize is passed in the .w component of the VUE header */
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if (instr->const_index[0] == VARYING_SLOT_PSIZ)
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src.swizzle = BRW_SWIZZLE_WWWW;
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dest = get_nir_dest(instr->dest, src.type);
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dest.writemask = brw_writemask_for_size(instr->num_components);
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emit(MOV(dest, src));
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