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;
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 = shader->num_inputs++;
- var->type = glsl_vec4_type();
- var->data.mode = nir_var_shader_in;
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;
+}
+
+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;
}
setup_inputs(lower_2side_state *state)
{
/* find color inputs: */
- nir_foreach_variable(var, &state->shader->inputs) {
+ nir_foreach_shader_in_variable(var, state->shader) {
switch (var->data.location) {
case VARYING_SLOT_COL0:
case VARYING_SLOT_COL1:
state->colors[i].front->data.interpolation);
}
+ if (!state->face_sysval)
+ state->face = create_face_input(state->shader);
+
return 0;
}
/* 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);
}
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->info.stage != MESA_SHADER_FRAGMENT)