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authorIlia Mirkin <[email protected]>2018-02-05 00:15:58 -0500
committerIlia Mirkin <[email protected]>2018-02-27 00:10:39 -0500
commite683a797c6881ddb3b07cad8fdb84f77c6655c95 (patch)
tree6d7f05b94e643380c561a1e6536df6d75478707a
parent250468f6b7bb85b6c0097120ec9860d9185fd03a (diff)
nvc0: collapse output slots to have adjacent registers
The hardware skips over unallocated slots, so we have to make sure those registers are packed together. Fixes KHR-GL45.enhanced_layouts.fragment_data_location_api Signed-off-by: Ilia Mirkin <[email protected]> Tested-by: Karol Herbst <[email protected]>
-rw-r--r--src/gallium/drivers/nouveau/nvc0/nvc0_program.c14
1 files changed, 12 insertions, 2 deletions
diff --git a/src/gallium/drivers/nouveau/nvc0/nvc0_program.c b/src/gallium/drivers/nouveau/nvc0/nvc0_program.c
index e6157f550d6..9520d984bb3 100644
--- a/src/gallium/drivers/nouveau/nvc0/nvc0_program.c
+++ b/src/gallium/drivers/nouveau/nvc0/nvc0_program.c
@@ -134,10 +134,20 @@ nvc0_fp_assign_output_slots(struct nv50_ir_prog_info *info)
unsigned count = info->prop.fp.numColourResults * 4;
unsigned i, c;
+ /* Compute the relative position of each color output, since skipped MRT
+ * positions will not have registers allocated to them.
+ */
+ unsigned colors[8] = {0};
+ for (i = 0; i < info->numOutputs; ++i)
+ if (info->out[i].sn == TGSI_SEMANTIC_COLOR)
+ colors[info->out[i].si] = 1;
+ for (i = 0, c = 0; i < 8; i++)
+ if (colors[i])
+ colors[i] = c++;
for (i = 0; i < info->numOutputs; ++i)
if (info->out[i].sn == TGSI_SEMANTIC_COLOR)
for (c = 0; c < 4; ++c)
- info->out[i].slot[c] = info->out[i].si * 4 + c;
+ info->out[i].slot[c] = colors[info->out[i].si] * 4 + c;
if (info->io.sampleMask < PIPE_MAX_SHADER_OUTPUTS)
info->out[info->io.sampleMask].slot[0] = count++;
@@ -474,7 +484,7 @@ nvc0_fp_gen_header(struct nvc0_program *fp, struct nv50_ir_prog_info *info)
for (i = 0; i < info->numOutputs; ++i) {
if (info->out[i].sn == TGSI_SEMANTIC_COLOR)
- fp->hdr[18] |= 0xf << info->out[i].slot[0];
+ fp->hdr[18] |= 0xf << (4 * info->out[i].si);
}
/* There are no "regular" attachments, but the shader still needs to be