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authorIago Toral Quiroga <[email protected]>2017-03-23 11:56:06 +0100
committerIago Toral Quiroga <[email protected]>2017-03-24 08:11:53 +0100
commitddb2bb3ed4c6ebff38be5acb0566894eec0c66ae (patch)
tree7bafd96d9a58b982d67f36fd3593a11cffd6389f /src/intel/vulkan/anv_pipeline.c
parent023ea3772dfcd81e6a5822a1812ff991d68cccd8 (diff)
anv/pipeline: make FragCoord include sample positions when sample shading
We need to know if sample shading has been requested during shader compilation since that affects the way fragment coordinates are computed. Notice that the semantics of fragment coordinates only depend on whether sample shading has been requested, not on whether more than one sample will actually be produced (that is, minSampleShading and rasterizationSamples do not affect this behavior). Because this setting affects the code we generate for the shader, we also need to include it in the WM prog key. Notice we don't need to alter the OpenGL code because it doesn't ever use this behavior, so they key's value is always false (the default). Fixes: dEQP-VK.glsl.builtin_var.fragcoord_msaa.* Reviewed-by: Jason Ekstrand <[email protected]>
Diffstat (limited to 'src/intel/vulkan/anv_pipeline.c')
-rw-r--r--src/intel/vulkan/anv_pipeline.c26
1 files changed, 18 insertions, 8 deletions
diff --git a/src/intel/vulkan/anv_pipeline.c b/src/intel/vulkan/anv_pipeline.c
index 8ad2d485360..9d0dc69fa84 100644
--- a/src/intel/vulkan/anv_pipeline.c
+++ b/src/intel/vulkan/anv_pipeline.c
@@ -87,12 +87,14 @@ void anv_DestroyShaderModule(
* we can't do that yet because we don't have the ability to copy nir.
*/
static nir_shader *
-anv_shader_compile_to_nir(struct anv_device *device,
+anv_shader_compile_to_nir(struct anv_pipeline *pipeline,
struct anv_shader_module *module,
const char *entrypoint_name,
gl_shader_stage stage,
const VkSpecializationInfo *spec_info)
{
+ const struct anv_device *device = pipeline->device;
+
const struct brw_compiler *compiler =
device->instance->physicalDevice.compiler;
const nir_shader_compiler_options *nir_options =
@@ -158,7 +160,7 @@ anv_shader_compile_to_nir(struct anv_device *device,
nir_var_shader_in | nir_var_shader_out | nir_var_system_value);
if (stage == MESA_SHADER_FRAGMENT)
- NIR_PASS_V(nir, nir_lower_wpos_center, false);
+ NIR_PASS_V(nir, nir_lower_wpos_center, pipeline->sample_shading_enable);
/* Now that we've deleted all but the main function, we can go ahead and
* lower the rest of the constant initializers.
@@ -304,14 +306,19 @@ populate_wm_prog_key(const struct anv_pipeline *pipeline,
info->pMultisampleState &&
info->pMultisampleState->alphaToCoverageEnable;
- if (info->pMultisampleState && info->pMultisampleState->rasterizationSamples > 1) {
+ if (info->pMultisampleState) {
/* We should probably pull this out of the shader, but it's fairly
* harmless to compute it and then let dead-code take care of it.
*/
- key->persample_interp =
- (info->pMultisampleState->minSampleShading *
- info->pMultisampleState->rasterizationSamples) > 1;
- key->multisample_fbo = true;
+ if (info->pMultisampleState->rasterizationSamples > 1) {
+ key->persample_interp =
+ (info->pMultisampleState->minSampleShading *
+ info->pMultisampleState->rasterizationSamples) > 1;
+ key->multisample_fbo = true;
+ }
+
+ key->frag_coord_adds_sample_pos =
+ info->pMultisampleState->sampleShadingEnable;
}
}
@@ -333,7 +340,7 @@ anv_pipeline_compile(struct anv_pipeline *pipeline,
struct brw_stage_prog_data *prog_data,
struct anv_pipeline_bind_map *map)
{
- nir_shader *nir = anv_shader_compile_to_nir(pipeline->device,
+ nir_shader *nir = anv_shader_compile_to_nir(pipeline,
module, entrypoint, stage,
spec_info);
if (nir == NULL)
@@ -1207,6 +1214,9 @@ anv_pipeline_init(struct anv_pipeline *pipeline,
pipeline->depth_clamp_enable = pCreateInfo->pRasterizationState &&
pCreateInfo->pRasterizationState->depthClampEnable;
+ pipeline->sample_shading_enable = pCreateInfo->pMultisampleState &&
+ pCreateInfo->pMultisampleState->sampleShadingEnable;
+
pipeline->needs_data_cache = false;
/* When we free the pipeline, we detect stages based on the NULL status