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-rw-r--r--src/compiler/nir/nir_lower_two_sided_color.c36
1 files changed, 35 insertions, 1 deletions
diff --git a/src/compiler/nir/nir_lower_two_sided_color.c b/src/compiler/nir/nir_lower_two_sided_color.c
index 1cab733f5d4..80cf27f6ffa 100644
--- a/src/compiler/nir/nir_lower_two_sided_color.c
+++ b/src/compiler/nir/nir_lower_two_sided_color.c
@@ -32,10 +32,12 @@
typedef struct {
nir_builder b;
nir_shader *shader;
+ bool face_sysval;
struct {
nir_variable *front; /* COLn */
nir_variable *back; /* BFCn */
} colors[MAX_COLORS];
+ nir_variable *face;
int colors_count;
} lower_2side_state;
@@ -64,6 +66,29 @@ create_input(nir_shader *shader, gl_varying_slot slot,
return var;
}
+static nir_variable *
+create_face_input(nir_shader *shader)
+{
+ nir_foreach_variable(var, &shader->inputs) {
+ if (var->data.location == VARYING_SLOT_FACE)
+ return var;
+ }
+
+ nir_variable *var = rzalloc(shader, nir_variable);
+
+ var->data.driver_location = shader->num_inputs++;
+ var->type = glsl_bool_type();
+ var->data.mode = nir_var_shader_in;
+ var->name = "gl_FrontFacing";
+ var->data.index = 0;
+ var->data.location = VARYING_SLOT_FACE;
+ var->data.interpolation = INTERP_MODE_FLAT;
+
+ exec_list_push_tail(&shader->inputs, &var->node);
+
+ return var;
+}
+
static nir_ssa_def *
load_input(nir_builder *b, nir_variable *in)
{
@@ -112,6 +137,9 @@ setup_inputs(lower_2side_state *state)
state->colors[i].front->data.interpolation);
}
+ if (!state->face_sysval)
+ state->face = create_face_input(state->shader);
+
return 0;
}
@@ -160,7 +188,12 @@ nir_lower_two_sided_color_block(nir_block *block,
/* gl_FrontFace is a boolean but the intrinsic constructor creates
* 32-bit value by default.
*/
- nir_ssa_def *face = nir_load_front_face(b, 1);
+ nir_ssa_def *face;
+ if (state->face_sysval)
+ face = nir_load_front_face(b, 1);
+ else
+ face = nir_load_var(b, state->face);
+
nir_ssa_def *front, *back;
if (intr->intrinsic == nir_intrinsic_load_deref) {
front = nir_load_var(b, state->colors[idx].front);
@@ -199,6 +232,7 @@ nir_lower_two_sided_color(nir_shader *shader, bool face_sysval)
{
lower_2side_state state = {
.shader = shader,
+ .face_sysval = face_sysval,
};
if (shader->info.stage != MESA_SHADER_FRAGMENT)