diff options
author | Marek Olšák <[email protected]> | 2017-01-03 20:12:28 +0100 |
---|---|---|
committer | Marek Olšák <[email protected]> | 2017-01-09 12:01:30 +0100 |
commit | cac74a9bcc168f984d9a06d00b39c882fe5850b6 (patch) | |
tree | 8941fc52167ee8905ccdbc7f9420ca00eaaa6add | |
parent | 5b85a6b3f7195080a1b8255bb527c16a1d8ba581 (diff) |
radeonsi: fix the Witcher 2 black transitions
v2: do it properly
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98238
Reviewed-by: Nicolai Hähnle <[email protected]>
-rw-r--r-- | src/gallium/drivers/radeonsi/si_shader_tgsi_setup.c | 15 |
1 files changed, 13 insertions, 2 deletions
diff --git a/src/gallium/drivers/radeonsi/si_shader_tgsi_setup.c b/src/gallium/drivers/radeonsi/si_shader_tgsi_setup.c index 996a458835e..3e0f7c4f769 100644 --- a/src/gallium/drivers/radeonsi/si_shader_tgsi_setup.c +++ b/src/gallium/drivers/radeonsi/si_shader_tgsi_setup.c @@ -636,6 +636,15 @@ store_value_to_array(struct lp_build_tgsi_context *bld_base, } } +/* If this is true, preload FS inputs at the beginning of shaders. Otherwise, + * reload them at each use. This must be true if the shader is using + * derivatives, because all inputs should be loaded in the WQM mode. + */ +static bool si_preload_fs_inputs(struct si_shader_context *ctx) +{ + return ctx->shader->selector->info.uses_derivatives; +} + LLVMValueRef si_llvm_emit_fetch(struct lp_build_tgsi_context *bld_base, const struct tgsi_full_src_register *reg, enum tgsi_opcode_type type, @@ -688,7 +697,8 @@ LLVMValueRef si_llvm_emit_fetch(struct lp_build_tgsi_context *bld_base, * only once. Fragment shaders don't care much, because * v_interp instructions are much cheaper than VMEM loads. */ - if (ctx->soa.bld_base.info->processor == PIPE_SHADER_FRAGMENT) + if (!si_preload_fs_inputs(ctx) && + ctx->soa.bld_base.info->processor == PIPE_SHADER_FRAGMENT) ctx->load_input(ctx, index, &ctx->input_decls[index], input); else memcpy(input, &ctx->inputs[index * 4], sizeof(input)); @@ -881,7 +891,8 @@ static void emit_declaration(struct lp_build_tgsi_context *bld_base, ctx->input_decls[idx].Range.Last = idx; ctx->input_decls[idx].Semantic.Index += idx - decl->Range.First; - if (bld_base->info->processor != PIPE_SHADER_FRAGMENT) + if (si_preload_fs_inputs(ctx) || + bld_base->info->processor != PIPE_SHADER_FRAGMENT) ctx->load_input(ctx, idx, &ctx->input_decls[idx], &ctx->inputs[idx * 4]); } |