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authorRob Clark <[email protected]>2018-06-01 14:56:38 -0400
committerRob Clark <[email protected]>2018-06-11 09:06:03 -0400
commit619d2317cd4477f98916cd61ec032c47ed56c5bb (patch)
tree9135031f33879ea58d09923f96c7adcc2ef6ca46 /src/gallium/drivers/freedreno
parenta49c87956eda6aad1ab43e43e1344b22cd9f6d97 (diff)
freedreno/ir3: add sample-id/sample-mask-in
Signed-off-by: Rob Clark <[email protected]>
Diffstat (limited to 'src/gallium/drivers/freedreno')
-rw-r--r--src/gallium/drivers/freedreno/ir3/ir3_compiler_nir.c21
1 files changed, 21 insertions, 0 deletions
diff --git a/src/gallium/drivers/freedreno/ir3/ir3_compiler_nir.c b/src/gallium/drivers/freedreno/ir3/ir3_compiler_nir.c
index 356d1bc44ee..3feb1ce0a5c 100644
--- a/src/gallium/drivers/freedreno/ir3/ir3_compiler_nir.c
+++ b/src/gallium/drivers/freedreno/ir3/ir3_compiler_nir.c
@@ -71,6 +71,9 @@ struct ir3_context {
/* For vertex shaders, keep track of the system values sources */
struct ir3_instruction *vertex_id, *basevertex, *instance_id;
+ /* For fragment shaders: */
+ struct ir3_instruction *samp_id, *samp_mask_in;
+
/* Compute shader inputs: */
struct ir3_instruction *local_invocation_id, *work_group_id;
@@ -2207,6 +2210,23 @@ emit_intrinsic(struct ir3_context *ctx, nir_intrinsic_instr *intr)
}
dst[0] = ctx->instance_id;
break;
+ case nir_intrinsic_load_sample_id:
+ if (!ctx->samp_id) {
+ ctx->samp_id = create_input(b, 0);
+ ctx->samp_id->regs[0]->flags |= IR3_REG_HALF;
+ add_sysval_input(ctx, SYSTEM_VALUE_SAMPLE_ID,
+ ctx->samp_id);
+ }
+ dst[0] = ir3_COV(b, ctx->samp_id, TYPE_U16, TYPE_U32);
+ break;
+ case nir_intrinsic_load_sample_mask_in:
+ if (!ctx->samp_mask_in) {
+ ctx->samp_mask_in = create_input(b, 0);
+ add_sysval_input(ctx, SYSTEM_VALUE_SAMPLE_MASK_IN,
+ ctx->samp_mask_in);
+ }
+ dst[0] = ctx->samp_mask_in;
+ break;
case nir_intrinsic_load_user_clip_plane:
idx = nir_intrinsic_ucp_id(intr);
for (int i = 0; i < intr->num_components; i++) {
@@ -3149,6 +3169,7 @@ max_drvloc(struct exec_list *vars)
}
static const unsigned max_sysvals[SHADER_MAX] = {
+ [SHADER_FRAGMENT] = 8,
[SHADER_VERTEX] = 16,
[SHADER_COMPUTE] = 16, // TODO how many do we actually need?
};