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authorMarek Olšák <[email protected]>2017-01-03 20:12:28 +0100
committerMarek Olšák <[email protected]>2017-01-09 12:01:30 +0100
commitcac74a9bcc168f984d9a06d00b39c882fe5850b6 (patch)
tree8941fc52167ee8905ccdbc7f9420ca00eaaa6add /src/gallium
parent5b85a6b3f7195080a1b8255bb527c16a1d8ba581 (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]>
Diffstat (limited to 'src/gallium')
-rw-r--r--src/gallium/drivers/radeonsi/si_shader_tgsi_setup.c15
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]);
}