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authorEric Anholt <[email protected]>2019-01-08 09:56:52 -0800
committerEric Anholt <[email protected]>2019-01-14 13:18:02 -0800
commit1a63227ea00752167f13719f1091c57b8539bcde (patch)
treee0b339073a92aace5c565fd0eba25c51362dd710 /src/broadcom/compiler/nir_to_vir.c
parent49b7e26facab793be3b36e3068e758165455e276 (diff)
v3d: Add support for matrix inputs to the FS.
We've been relying on linking splitting up our varying matrices into separate vectors, but with SSO that doesn't happen. Supporting matrix inputs isn't too hard, though.
Diffstat (limited to 'src/broadcom/compiler/nir_to_vir.c')
-rw-r--r--src/broadcom/compiler/nir_to_vir.c27
1 files changed, 14 insertions, 13 deletions
diff --git a/src/broadcom/compiler/nir_to_vir.c b/src/broadcom/compiler/nir_to_vir.c
index defddecc847..2e7b1e8e8a2 100644
--- a/src/broadcom/compiler/nir_to_vir.c
+++ b/src/broadcom/compiler/nir_to_vir.c
@@ -445,7 +445,7 @@ emit_fragcoord_input(struct v3d_compile *c, int attr)
static struct qreg
emit_fragment_varying(struct v3d_compile *c, nir_variable *var,
- uint8_t swizzle)
+ uint8_t swizzle, int array_index)
{
struct qreg r3 = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_R3);
struct qreg r5 = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_R5);
@@ -470,8 +470,9 @@ emit_fragment_varying(struct v3d_compile *c, nir_variable *var,
}
int i = c->num_inputs++;
- c->input_slots[i] = v3d_slot_from_slot_and_component(var->data.location,
- swizzle);
+ c->input_slots[i] =
+ v3d_slot_from_slot_and_component(var->data.location +
+ array_index, swizzle);
switch (var->data.interpolation) {
case INTERP_MODE_NONE:
@@ -479,7 +480,7 @@ emit_fragment_varying(struct v3d_compile *c, nir_variable *var,
* qualifier, then if we're using glShadeModel(GL_FLAT) it
* needs to be flat shaded.
*/
- switch (var->data.location) {
+ switch (var->data.location + array_index) {
case VARYING_SLOT_COL0:
case VARYING_SLOT_COL1:
case VARYING_SLOT_BFC0:
@@ -517,12 +518,13 @@ emit_fragment_varying(struct v3d_compile *c, nir_variable *var,
}
static void
-emit_fragment_input(struct v3d_compile *c, int attr, nir_variable *var)
+emit_fragment_input(struct v3d_compile *c, int attr, nir_variable *var,
+ int array_index)
{
for (int i = 0; i < glsl_get_vector_elements(var->type); i++) {
int chan = var->data.location_frac + i;
c->inputs[attr * 4 + chan] =
- emit_fragment_varying(c, var, chan);
+ emit_fragment_varying(c, var, chan, array_index);
}
}
@@ -1469,10 +1471,8 @@ ntq_setup_fs_inputs(struct v3d_compile *c)
unsigned array_len = MAX2(glsl_get_length(var->type), 1);
unsigned loc = var->data.driver_location;
- assert(array_len == 1);
- (void)array_len;
resize_qreg_array(c, &c->inputs, &c->inputs_array_size,
- (loc + 1) * 4);
+ (loc + array_len) * 4);
if (var->data.location == VARYING_SLOT_POS) {
emit_fragcoord_input(c, loc);
@@ -1484,7 +1484,8 @@ ntq_setup_fs_inputs(struct v3d_compile *c)
c->inputs[loc * 4 + 0] = c->point_x;
c->inputs[loc * 4 + 1] = c->point_y;
} else {
- emit_fragment_input(c, loc, var);
+ for (int j = 0; j < array_len; j++)
+ emit_fragment_input(c, loc + j, var, j);
}
}
}
@@ -2093,10 +2094,10 @@ nir_to_vir(struct v3d_compile *c)
* they're not going to be used.
*/
if (c->fs_key->is_points) {
- c->point_x = emit_fragment_varying(c, NULL, 0);
- c->point_y = emit_fragment_varying(c, NULL, 0);
+ c->point_x = emit_fragment_varying(c, NULL, 0, 0);
+ c->point_y = emit_fragment_varying(c, NULL, 0, 0);
} else if (c->fs_key->is_lines) {
- c->line_x = emit_fragment_varying(c, NULL, 0);
+ c->line_x = emit_fragment_varying(c, NULL, 0, 0);
}
}