intel/blorp: Add support for vertex shaders

Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
This commit is contained in:
Jason Ekstrand
2016-10-21 13:10:52 -07:00
parent 768c8dd718
commit f7f768d195
3 changed files with 82 additions and 6 deletions

View File

@@ -190,6 +190,37 @@ blorp_compile_fs(struct blorp_context *blorp, void *mem_ctx,
return program;
}
const unsigned *
blorp_compile_vs(struct blorp_context *blorp, void *mem_ctx,
struct nir_shader *nir,
struct brw_vs_prog_data *vs_prog_data,
unsigned *program_size)
{
const struct brw_compiler *compiler = blorp->compiler;
nir->options =
compiler->glsl_compiler_options[MESA_SHADER_VERTEX].NirOptions;
nir = brw_preprocess_nir(compiler, nir);
nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
vs_prog_data->inputs_read = nir->info->inputs_read;
brw_compute_vue_map(compiler->devinfo,
&vs_prog_data->base.vue_map,
nir->info->outputs_written,
nir->info->separate_shader);
struct brw_vs_prog_key vs_key = { 0, };
const unsigned *program =
brw_compile_vs(compiler, blorp->driver_ctx, mem_ctx,
&vs_key, vs_prog_data, nir,
NULL, false, -1, program_size, NULL);
return program;
}
void
blorp_gen6_hiz_op(struct blorp_batch *batch,
struct blorp_surf *surf, unsigned level, unsigned layer,