On Tuesday, September 26, 2017 1:13:18 AM PDT Alejandro Piñeiro wrote: > On 26/09/17 09:39, Kenneth Graunke wrote: > > diff --git a/src/mesa/drivers/dri/i965/genX_state_upload.c > > b/src/mesa/drivers/dri/i965/genX_state_upload.c > > index 612761601a2..2a99376e3c2 100644 > > --- a/src/mesa/drivers/dri/i965/genX_state_upload.c > > +++ b/src/mesa/drivers/dri/i965/genX_state_upload.c > > @@ -1019,6 +1019,9 @@ genX(calculate_attr_overrides)(const struct > > brw_context *brw, > > /* _NEW_POINT */ > > const struct gl_point_attrib *point = &ctx->Point; > > > > + /* BRW_NEW_FRAGMENT_PROGRAM */ > > + const struct gl_program *fp = brw->programs[MESA_SHADER_FRAGMENT]; > > + > > /* BRW_NEW_FS_PROG_DATA */ > > const struct brw_wm_prog_data *wm_prog_data = > > brw_wm_prog_data(brw->wm.base.prog_data); > > @@ -1026,16 +1029,14 @@ genX(calculate_attr_overrides)(const struct > > brw_context *brw, > > > > *point_sprite_enables = 0; > > > > - /* BRW_NEW_FRAGMENT_PROGRAM > > Was this header removed on purpose? Don't care too much about it, > pointing just in case.
Yeah, I kept it with the use of brw->fragment_program (initializing fp). > > - * > > - * If the fragment shader reads VARYING_SLOT_LAYER, then we need to > > pass in > > + /* If the fragment shader reads VARYING_SLOT_LAYER, then we need to > > pass in > > * the full vertex header. Otherwise, we can program the SF to start > > * reading at an offset of 1 (2 varying slots) to skip unnecessary data: > > * - VARYING_SLOT_PSIZ and BRW_VARYING_SLOT_NDC on gen4-5 > > * - VARYING_SLOT_{PSIZ,LAYER} and VARYING_SLOT_POS on gen6+ > > */ > > > > - bool fs_needs_vue_header = brw->fragment_program->info.inputs_read & > > + bool fs_needs_vue_header = fp->info.inputs_read & > > (VARYING_BIT_LAYER | VARYING_BIT_VIEWPORT); > > > > *urb_entry_read_offset = fs_needs_vue_header ? 0 : 1; [snip] > As mentioned, my previous comment was a just-in-case. You can ignore it. So: > Reviewed-by: Alejandro Piñeiro <apinhe...@igalia.com> Thanks!
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