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;
*/
static nir_variable *
-create_input(nir_shader *shader, unsigned drvloc, gl_varying_slot slot)
+create_input(nir_shader *shader, gl_varying_slot slot,
+ enum glsl_interp_mode interpolation)
{
- nir_variable *var = rzalloc(shader, nir_variable);
+ nir_variable *var = nir_variable_create(shader, nir_var_shader_in,
+ glsl_vec4_type(), NULL);
- var->data.driver_location = drvloc;
- var->type = glsl_vec4_type();
- var->data.mode = nir_var_shader_in;
- var->name = ralloc_asprintf(var, "in_%d", drvloc);
+ var->data.driver_location = shader->num_inputs++;
+ var->name = ralloc_asprintf(var, "in_%d", var->data.driver_location);
var->data.index = 0;
var->data.location = slot;
+ var->data.interpolation = interpolation;
- exec_list_push_tail(&shader->inputs, &var->node);
+ return var;
+}
- shader->num_inputs++; /* TODO use type_size() */
+static nir_variable *
+create_face_input(nir_shader *shader)
+{
+ nir_variable *var =
+ nir_find_variable_with_location(shader, nir_var_shader_in,
+ VARYING_SLOT_FACE);
+
+ if (var == NULL) {
+ var = nir_variable_create(shader, nir_var_shader_in,
+ glsl_bool_type(), "gl_FrontFacing");
+
+ var->data.driver_location = shader->num_inputs++;
+ var->data.index = 0;
+ var->data.location = VARYING_SLOT_FACE;
+ var->data.interpolation = INTERP_MODE_FLAT;
+ }
return var;
}
static int
setup_inputs(lower_2side_state *state)
{
- int maxloc = -1;
-
/* find color inputs: */
- nir_foreach_variable(var, &state->shader->inputs) {
- int loc = var->data.driver_location;
-
- /* keep track of last used driver-location.. we'll be
- * appending BCLr after last existing input:
- */
- maxloc = MAX2(maxloc, loc);
-
+ nir_foreach_shader_in_variable(var, state->shader) {
switch (var->data.location) {
case VARYING_SLOT_COL0:
case VARYING_SLOT_COL1:
else
slot = VARYING_SLOT_BFC1;
- state->colors[i].back = create_input(state->shader, ++maxloc, slot);
+ state->colors[i].back = create_input(
+ state->shader, slot,
+ state->colors[i].front->data.interpolation);
}
+ if (!state->face_sysval)
+ state->face = create_face_input(state->shader);
+
return 0;
}
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
- if (intr->intrinsic != nir_intrinsic_load_input)
- continue;
-
int idx;
- for (idx = 0; idx < state->colors_count; idx++) {
- unsigned drvloc =
- state->colors[idx].front->data.driver_location;
- if (nir_intrinsic_base(intr) == drvloc) {
- assert(nir_src_as_const_value(intr->src[0]));
- break;
+ if (intr->intrinsic == nir_intrinsic_load_input) {
+ for (idx = 0; idx < state->colors_count; idx++) {
+ unsigned drvloc =
+ state->colors[idx].front->data.driver_location;
+ if (nir_intrinsic_base(intr) == drvloc) {
+ assert(nir_src_is_const(intr->src[0]));
+ break;
+ }
}
- }
+ } else if (intr->intrinsic == nir_intrinsic_load_deref) {
+ nir_variable *var = nir_intrinsic_get_var(intr, 0);
+ if (var->data.mode != nir_var_shader_in)
+ continue;
+
+ for (idx = 0; idx < state->colors_count; idx++) {
+ unsigned loc = state->colors[idx].front->data.location;
+ if (var->data.location == loc)
+ break;
+ }
+ } else
+ continue;
if (idx == state->colors_count)
continue;
* bcsel(load_system_value(FACE), load_input(COLn), load_input(BFCn))
*/
b->cursor = nir_before_instr(&intr->instr);
- nir_ssa_def *face = nir_load_front_face(b);
- nir_ssa_def *front = load_input(b, state->colors[idx].front);
- nir_ssa_def *back = load_input(b, state->colors[idx].back);
+ /* gl_FrontFace is a boolean but the intrinsic constructor creates
+ * 32-bit value by default.
+ */
+ 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);
+ back = nir_load_var(b, state->colors[idx].back);
+ } else {
+ front = load_input(b, state->colors[idx].front);
+ back = load_input(b, state->colors[idx].back);
+ }
nir_ssa_def *color = nir_bcsel(b, face, front, back);
assert(intr->dest.is_ssa);
}
void
-nir_lower_two_sided_color(nir_shader *shader)
+nir_lower_two_sided_color(nir_shader *shader, bool face_sysval)
{
lower_2side_state state = {
.shader = shader,
+ .face_sysval = face_sysval,
};
- if (shader->stage != MESA_SHADER_FRAGMENT)
+ if (shader->info.stage != MESA_SHADER_FRAGMENT)
return;
if (setup_inputs(&state) != 0)