Removes large simdvertex stack allocation.
Vertex shader must ensure reads happen before writes.
---
src/gallium/drivers/swr/rasterizer/core/frontend.cpp | 7 ++-----
1 file changed, 2 insertions(+), 5 deletions(-)
diff --git a/src/gallium/drivers/swr/rasterizer/core/frontend.cpp
b/src/gallium/drivers/swr/rasterizer/core/frontend.cpp
index 157a318..902253b 100644
--- a/src/gallium/drivers/swr/rasterizer/core/frontend.cpp
+++ b/src/gallium/drivers/swr/rasterizer/core/frontend.cpp
@@ -1727,11 +1727,7 @@ void ProcessDraw(
}
#else
- simdvertex vin;
SWR_VS_CONTEXT vsContext;
-
- vsContext.pVin = &vin;
-
SWR_FETCH_CONTEXT fetchInfo = { 0 };
fetchInfo.pStreams = &state.vertexBuffers[0];
@@ -1787,6 +1783,7 @@ void ProcessDraw(
}
simdvertex& vout = pa.GetNextVsOutput();
+ vsContext.pVin = &vout;
vsContext.pVout = &vout;
if (i < endVertex)
@@ -1794,7 +1791,7 @@ void ProcessDraw(
// 1. Execute FS/VS for a single SIMD.
AR_BEGIN(FEFetchShader, pDC->drawId);
- state.pfnFetchFunc(fetchInfo, vin);
+ state.pfnFetchFunc(fetchInfo, vout);
AR_END(FEFetchShader, 0);
// forward fetch generated vertex IDs to the vertex shader
--
2.7.4
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