diff options
author | Eric Anholt <[email protected]> | 2016-07-26 16:19:15 -0700 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2016-08-19 13:11:36 -0700 |
commit | ed92241d7848a5f08360240795869d72b68054a3 (patch) | |
tree | fac95705bbdb7f01f439455764530bb50ed82085 /src/gallium/drivers/freedreno | |
parent | d80d03b830c2d884271bd5d44012c39c54fee121 (diff) |
ttn: Make FRAG_RESULT_DEPTH be a float variable to match gtn and ptn.
This lets TTN-using drivers handle FRAG_RESULT_DEPTH the same between all
their source paths.
Reviewed-by: Rob Clark <[email protected]>
Diffstat (limited to 'src/gallium/drivers/freedreno')
-rw-r--r-- | src/gallium/drivers/freedreno/ir3/ir3_compiler_nir.c | 6 | ||||
-rw-r--r-- | src/gallium/drivers/freedreno/ir3/ir3_shader.c | 1 |
2 files changed, 0 insertions, 7 deletions
diff --git a/src/gallium/drivers/freedreno/ir3/ir3_compiler_nir.c b/src/gallium/drivers/freedreno/ir3/ir3_compiler_nir.c index 2331901ceba..63235663ffe 100644 --- a/src/gallium/drivers/freedreno/ir3/ir3_compiler_nir.c +++ b/src/gallium/drivers/freedreno/ir3/ir3_compiler_nir.c @@ -2498,12 +2498,6 @@ ir3_compile_shader_nir(struct ir3_compiler *compiler, /* fixup input/outputs: */ for (i = 0; i < so->outputs_count; i++) { so->outputs[i].regid = ir->outputs[i*4]->regs[0]->num; - /* preserve hack for depth output.. tgsi writes depth to .z, - * but what we give the hw is the scalar register: - */ - if (so->shader->from_tgsi && (so->type == SHADER_FRAGMENT) && - (so->outputs[i].slot == FRAG_RESULT_DEPTH)) - so->outputs[i].regid += 2; } /* Note that some or all channels of an input may be unused: */ diff --git a/src/gallium/drivers/freedreno/ir3/ir3_shader.c b/src/gallium/drivers/freedreno/ir3/ir3_shader.c index 87bdcf91a67..ac48132026c 100644 --- a/src/gallium/drivers/freedreno/ir3/ir3_shader.c +++ b/src/gallium/drivers/freedreno/ir3/ir3_shader.c @@ -294,7 +294,6 @@ ir3_shader_create(struct ir3_compiler *compiler, tgsi_dump(cso->tokens, 0); } nir = ir3_tgsi_to_nir(cso->tokens); - shader->from_tgsi = true; } /* do first pass optimization, ignoring the key: */ shader->nir = ir3_optimize_nir(shader, nir, NULL); |