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authorMarek Olšák <marek.olsak@amd.com>2015-01-04 20:09:51 +0100
committerMarek Olšák <marek.olsak@amd.com>2015-01-07 12:06:43 +0100
commit13de9475fc237dd000bb0ef1d7784b86bee54b39 (patch)
tree6de0f83886d36d598340e53d93d77d19d53c3a10 /src/gallium
parente3d4bdd6a854591a54733b7b68035f1a30baeafe (diff)
radeonsi: remove special handling of TGSI_INTERPOLATE_COLOR in shader codegen
It doesn't do anything useful. And colors are floating-point, so we can use fs.interp, remove "flatshade" from the shader key, and rely on the FLAT_SHADE state only (in the next patch). Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
Diffstat (limited to 'src/gallium')
-rw-r--r--src/gallium/drivers/radeonsi/si_shader.c16
1 files changed, 10 insertions, 6 deletions
diff --git a/src/gallium/drivers/radeonsi/si_shader.c b/src/gallium/drivers/radeonsi/si_shader.c
index 42febe22cf8..5d61a549fe6 100644
--- a/src/gallium/drivers/radeonsi/si_shader.c
+++ b/src/gallium/drivers/radeonsi/si_shader.c
@@ -453,11 +453,6 @@ static void declare_input_fs(
interp_param = LLVMGetParam(main_fn, SI_PARAM_LINEAR_CENTER);
break;
case TGSI_INTERPOLATE_COLOR:
- if (si_shader_ctx->shader->key.ps.flatshade) {
- interp_param = 0;
- break;
- }
- /* fall through to perspective */
case TGSI_INTERPOLATE_PERSPECTIVE:
if (decl->Interp.Location == TGSI_INTERPOLATE_LOC_SAMPLE)
interp_param = LLVMGetParam(main_fn, SI_PARAM_PERSP_SAMPLE);
@@ -471,9 +466,18 @@ static void declare_input_fs(
return;
}
+ /* fs.constant returns the param from the middle vertex, so it's not
+ * really useful for flat shading. It's meant to be used for custom
+ * interpolation (but the intrinsic can't fetch from the other two
+ * vertices).
+ *
+ * Luckily, it doesn't matter, because we rely on the FLAT_SHADE state
+ * to do the right thing. The only reason we use fs.constant is that
+ * fs.interp cannot be used on integers, because they can be equal
+ * to NaN.
+ */
intr_name = interp_param ? "llvm.SI.fs.interp" : "llvm.SI.fs.constant";
- /* XXX: Could there be more than TGSI_NUM_CHANNELS (4) ? */
if (decl->Semantic.Name == TGSI_SEMANTIC_COLOR &&
si_shader_ctx->shader->key.ps.color_two_side) {
LLVMValueRef args[4];