typedef struct {
nir_builder b;
nir_shader *shader;
- nir_variable *face;
struct {
nir_variable *front; /* COLn */
nir_variable *back; /* BFCn */
*/
static nir_variable *
-create_input(nir_shader *shader, unsigned drvloc, gl_varying_slot slot)
+create_input(nir_shader *shader, unsigned drvloc, gl_varying_slot slot,
+ enum glsl_interp_mode interpolation)
{
nir_variable *var = rzalloc(shader, nir_variable);
var->name = ralloc_asprintf(var, "in_%d", drvloc);
var->data.index = 0;
var->data.location = slot;
+ var->data.interpolation = interpolation;
exec_list_push_tail(&shader->inputs, &var->node);
load->num_components = 4;
nir_intrinsic_set_base(load, in->data.driver_location);
load->src[0] = nir_src_for_ssa(nir_imm_int(b, 0));
- nir_ssa_dest_init(&load->instr, &load->dest, 4, NULL);
+ nir_ssa_dest_init(&load->instr, &load->dest, 4, 32, NULL);
nir_builder_instr_insert(b, &load->instr);
return &load->dest.ssa;
{
int maxloc = -1;
- /* find color/face inputs: */
+ /* 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/FACE after last existing input:
+ * appending BCLr after last existing input:
*/
maxloc = MAX2(maxloc, loc);
state->colors[state->colors_count].front = var;
state->colors_count++;
break;
- case VARYING_SLOT_FACE:
- state->face = var;
- break;
}
}
if (state->colors_count == 0)
return -1;
- /* if we don't already have one, insert a FACE input: */
- if (!state->face) {
- state->face = create_input(state->shader, ++maxloc, VARYING_SLOT_FACE);
- state->face->data.interpolation = INTERP_QUALIFIER_FLAT;
- }
-
/* add required back-face color inputs: */
for (int i = 0; i < state->colors_count; i++) {
gl_varying_slot slot;
else
slot = VARYING_SLOT_BFC1;
- state->colors[i].back = create_input(state->shader, ++maxloc, slot);
+ state->colors[i].back = create_input(
+ state->shader, ++maxloc, slot,
+ state->colors[i].front->data.interpolation);
}
return 0;
}
static bool
-nir_lower_two_sided_color_block(nir_block *block, void *void_state)
+nir_lower_two_sided_color_block(nir_block *block,
+ lower_2side_state *state)
{
- lower_2side_state *state = void_state;
nir_builder *b = &state->b;
- nir_foreach_instr_safe(block, instr) {
+ nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
continue;
/* replace load_input(COLn) with
- * bcsel(load_input(FACE), load_input(COLn), load_input(BFCn))
+ * bcsel(load_system_value(FACE), load_input(COLn), load_input(BFCn))
*/
b->cursor = nir_before_instr(&intr->instr);
- nir_ssa_def *face = nir_channel(b, load_input(b, state->face), 0);
+ 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);
- nir_ssa_def *cond = nir_flt(b, face, nir_imm_float(b, 0.0));
- nir_ssa_def *color = nir_bcsel(b, cond, back, front);
+ nir_ssa_def *color = nir_bcsel(b, face, front, back);
assert(intr->dest.is_ssa);
nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(color));
nir_builder_init(b, impl);
- nir_foreach_block(impl, nir_lower_two_sided_color_block, state);
+ nir_foreach_block(block, impl) {
+ nir_lower_two_sided_color_block(block, state);
+ }
nir_metadata_preserve(impl, nir_metadata_block_index |
nir_metadata_dominance);
.shader = shader,
};
- if (shader->stage != MESA_SHADER_FRAGMENT)
+ if (shader->info.stage != MESA_SHADER_FRAGMENT)
return;
if (setup_inputs(&state) != 0)
return;
- nir_foreach_function(shader, function) {
+ nir_foreach_function(function, shader) {
if (function->impl)
nir_lower_two_sided_color_impl(function->impl, &state);
}