i965: Use a uniform for gl_PatchVerticesIn in the TCS on Gen8+.

We still need to recompile the passthrough shader when this value
changes, as it also affects the output vertex count.  But otherwise,
we can eliminate recompiles on Gen8+.

We probably want to do this for Gen7 as well, but that requires
rewriting the input release code to use a loop, which is a trade-off
I'd need to consider in more detail.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Cc: mesa-stable@lists.freedesktop.org
This commit is contained in:
Kenneth Graunke
2016-06-01 00:08:55 -07:00
parent 2b867264d2
commit c319512e16
2 changed files with 5 additions and 2 deletions

View File

@@ -599,6 +599,7 @@ brw_initialize_context_constants(struct brw_context *brw)
ctx->Const.MaxClipPlanes = 8;
ctx->Const.LowerTessLevel = true;
ctx->Const.LowerTCSPatchVerticesIn = brw->gen >= 8;
ctx->Const.LowerTESPatchVerticesIn = true;
ctx->Const.PrimitiveRestartForPatches = true;

View File

@@ -337,7 +337,8 @@ brw_upload_tcs_prog(struct brw_context *brw,
memset(&key, 0, sizeof(key));
key.input_vertices = ctx->TessCtrlProgram.patch_vertices;
if (brw->gen < 8 || !tcp)
key.input_vertices = ctx->TessCtrlProgram.patch_vertices;
key.outputs_written = per_vertex_slots;
key.patch_outputs_written = per_patch_slots;
@@ -389,7 +390,8 @@ brw_tcs_precompile(struct gl_context *ctx,
brw_setup_tex_for_precompile(brw, &key.tex, prog);
/* Guess that the input and output patches have the same dimensionality. */
key.input_vertices = shader_prog->TessCtrl.VerticesOut;
if (brw->gen < 8)
key.input_vertices = shader_prog->TessCtrl.VerticesOut;
key.tes_primitive_mode =
shader_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL] ?