Reviewed-by: Jordan Justen <jordan.l.jus...@intel.com>
On 2015-06-26 16:03:21, Kenneth Graunke wrote: > Adding new shader stages to a switch statement is less confusing than an > if-else-if ladder where all but the first case are fragment shader > specific (but don't claim to be). > > Signed-off-by: Kenneth Graunke <kenn...@whitecape.org> > --- > src/mesa/drivers/dri/i965/brw_fs_nir.cpp | 59 > +++++++++++++++++------------- > 1 file changed, 33 insertions(+), 26 deletions(-) > > diff --git a/src/mesa/drivers/dri/i965/brw_fs_nir.cpp > b/src/mesa/drivers/dri/i965/brw_fs_nir.cpp > index 59081ea..8bcd5e2 100644 > --- a/src/mesa/drivers/dri/i965/brw_fs_nir.cpp > +++ b/src/mesa/drivers/dri/i965/brw_fs_nir.cpp > @@ -133,38 +133,45 @@ fs_visitor::nir_setup_outputs(nir_shader *shader) > var->type->is_array() ? var->type->fields.array->vector_elements > : var->type->vector_elements; > > - if (stage == MESA_SHADER_VERTEX) { > + switch (stage) { > + case MESA_SHADER_VERTEX: > for (int i = 0; i < ALIGN(type_size(var->type), 4) / 4; i++) { > int output = var->data.location + i; > this->outputs[output] = offset(reg, 4 * i); > this->output_components[output] = vector_elements; > } > - } else if (var->data.index > 0) { > - assert(var->data.location == FRAG_RESULT_DATA0); > - assert(var->data.index == 1); > - this->dual_src_output = reg; > - this->do_dual_src = true; > - } else if (var->data.location == FRAG_RESULT_COLOR) { > - /* Writing gl_FragColor outputs to all color regions. */ > - for (unsigned int i = 0; i < MAX2(key->nr_color_regions, 1); i++) { > - this->outputs[i] = reg; > - this->output_components[i] = 4; > - } > - } else if (var->data.location == FRAG_RESULT_DEPTH) { > - this->frag_depth = reg; > - } else if (var->data.location == FRAG_RESULT_SAMPLE_MASK) { > - this->sample_mask = reg; > - } else { > - /* gl_FragData or a user-defined FS output */ > - assert(var->data.location >= FRAG_RESULT_DATA0 && > - var->data.location < FRAG_RESULT_DATA0 + > BRW_MAX_DRAW_BUFFERS); > - > - /* General color output. */ > - for (unsigned int i = 0; i < MAX2(1, var->type->length); i++) { > - int output = var->data.location - FRAG_RESULT_DATA0 + i; > - this->outputs[output] = offset(reg, vector_elements * i); > - this->output_components[output] = vector_elements; > + break; > + case MESA_SHADER_FRAGMENT: > + if (var->data.index > 0) { > + assert(var->data.location == FRAG_RESULT_DATA0); > + assert(var->data.index == 1); > + this->dual_src_output = reg; > + this->do_dual_src = true; > + } else if (var->data.location == FRAG_RESULT_COLOR) { > + /* Writing gl_FragColor outputs to all color regions. */ > + for (unsigned int i = 0; i < MAX2(key->nr_color_regions, 1); > i++) { > + this->outputs[i] = reg; > + this->output_components[i] = 4; > + } > + } else if (var->data.location == FRAG_RESULT_DEPTH) { > + this->frag_depth = reg; > + } else if (var->data.location == FRAG_RESULT_SAMPLE_MASK) { > + this->sample_mask = reg; > + } else { > + /* gl_FragData or a user-defined FS output */ > + assert(var->data.location >= FRAG_RESULT_DATA0 && > + var->data.location < > FRAG_RESULT_DATA0+BRW_MAX_DRAW_BUFFERS); > + > + /* General color output. */ > + for (unsigned int i = 0; i < MAX2(1, var->type->length); i++) { > + int output = var->data.location - FRAG_RESULT_DATA0 + i; > + this->outputs[output] = offset(reg, vector_elements * i); > + this->output_components[output] = vector_elements; > + } > } > + break; > + default: > + unreachable("unhandled shader stage"); > } > } > } > -- > 1.7.10.4 > > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > http://lists.freedesktop.org/mailman/listinfo/mesa-dev _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev