Commit Graph

108 Commits

Author SHA1 Message Date
Kenneth Graunke
c447ca64c1 compiler: Store the clip/cull distance array sizes in shader_info.
We switched from a boolean to array lengths in gl_program a while back.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-11-19 12:30:25 -08:00
Timothy Arceri
8af1b2a2ce compiler: remove now unused copy_shader_info() declaration
Left over from 4ac66861

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-11-17 11:02:25 +11:00
Timothy Arceri
29ade71af9 compiler: include shader_enums.h in shader_info.h
We make use of some enums here.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-11-17 11:02:19 +11:00
Timothy Arceri
54095ed8b9 compiler: add additional cs metadata fields to shader info
And copy values from GLSL.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-10-26 14:29:36 +11:00
Timothy Arceri
b99ecaf872 compiler: add input primative field for gs in shader info
And copy the value from GLSL.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-10-26 14:29:36 +11:00
Timothy Arceri
088c25bfb7 compiler: add fields for tes metadata to shader info
And copy the values from gl_tess_eval_program struct.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-10-26 14:29:36 +11:00
Timothy Arceri
9d2b391165 glsl: add temporary copy_shader_info() function
This function is added here to ease refactoring towards using the new shared
shader_info. Once refactoring is complete and values are set directly it
will be removed.

We call it from _mesa_copy_linked_program_data() rather than glsl_to_nir()
so that the values will be set for all drivers. In order to do this some
calls need to be moved around so that we make sure to call
do_set_program_inouts() before _mesa_copy_linked_program_data()

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-10-26 14:29:36 +11:00
Timothy Arceri
094fe3a959 nir: move nir_shader_info to a common compiler header
This will allow use to stop copying values between structs and
will also simplify handling handling these values in the shader cache.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-10-26 14:29:36 +11:00