[Mesa-dev] [PATCH 1/2] nvc0/ir: Export viewport index in fragment shaders
Lyude
lyude at redhat.com
Wed Apr 19 21:10:45 UTC 2017
Since ABR_vertex_shader_layer/viewport_index enables the ability to
interact with gl_ViewportIndex from the fragment shader, we don't want
to skip emitting the viewport index for fragment shaders.
As well, only save the viewport index into a scratch register for
Geometry shaders, since EMIT is not a thing elsewhere.
Signed-off-by: Lyude <lyude at redhat.com>
---
.../drivers/nouveau/codegen/nv50_ir_from_tgsi.cpp | 22 ++++++++++------------
1 file changed, 10 insertions(+), 12 deletions(-)
diff --git a/src/gallium/drivers/nouveau/codegen/nv50_ir_from_tgsi.cpp b/src/gallium/drivers/nouveau/codegen/nv50_ir_from_tgsi.cpp
index 92cc13d..5af0ac5 100644
--- a/src/gallium/drivers/nouveau/codegen/nv50_ir_from_tgsi.cpp
+++ b/src/gallium/drivers/nouveau/codegen/nv50_ir_from_tgsi.cpp
@@ -2150,18 +2150,16 @@ Converter::storeDst(const tgsi::Instruction::DstRegister dst, int c,
assert(!ptr);
mkOp2(OP_WRSV, TYPE_U32, NULL, dstToSym(dst, c), val);
} else
- if (f == TGSI_FILE_OUTPUT && prog->getType() != Program::TYPE_FRAGMENT) {
-
- if (ptr || (info->out[idx].mask & (1 << c))) {
- /* Save the viewport index into a scratch register so that it can be
- exported at EMIT time */
- if (info->out[idx].sn == TGSI_SEMANTIC_VIEWPORT_INDEX &&
- viewport != NULL)
- mkOp1(OP_MOV, TYPE_U32, viewport, val);
- else
- mkStore(OP_EXPORT, TYPE_U32, dstToSym(dst, c), ptr, val)->perPatch =
- info->out[idx].patch;
- }
+ if (f == TGSI_FILE_OUTPUT && (ptr || (info->out[idx].mask & (1 << c)))) {
+ /* Save the viewport index into a scratch register so that it can be
+ exported at EMIT time */
+ if (prog->getType() == Program::TYPE_GEOMETRY &&
+ info->out[idx].sn == TGSI_SEMANTIC_VIEWPORT_INDEX &&
+ viewport != NULL)
+ mkOp1(OP_MOV, TYPE_U32, viewport, val);
+ else
+ mkStore(OP_EXPORT, TYPE_U32, dstToSym(dst, c), ptr, val)->perPatch =
+ info->out[idx].patch;
} else
if (f == TGSI_FILE_TEMPORARY ||
f == TGSI_FILE_ADDRESS ||
--
2.9.3
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