diff options
author | Rob Clark <[email protected]> | 2018-06-01 14:56:38 -0400 |
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committer | Rob Clark <[email protected]> | 2018-06-11 09:06:03 -0400 |
commit | 619d2317cd4477f98916cd61ec032c47ed56c5bb (patch) | |
tree | 9135031f33879ea58d09923f96c7adcc2ef6ca46 /src | |
parent | a49c87956eda6aad1ab43e43e1344b22cd9f6d97 (diff) |
freedreno/ir3: add sample-id/sample-mask-in
Signed-off-by: Rob Clark <[email protected]>
Diffstat (limited to 'src')
-rw-r--r-- | src/gallium/drivers/freedreno/ir3/ir3_compiler_nir.c | 21 |
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? }; |