nir: support lowering clipdist to arrays
[mesa.git] / src / compiler / nir / nir_lower_wpos_center.c
index 5b68caca35817cc3c365368b7b50a9a00e6a9de1..56a392768b9312e6adae4463bfa7b53bb46281e4 100644 (file)
@@ -57,8 +57,7 @@ update_fragcoord(nir_builder *b, nir_intrinsic_instr *intr,
    if (!for_sample_shading) {
       wpos = nir_fadd(b, wpos, nir_imm_vec4(b, 0.5f, 0.5f, 0.0f, 0.0f));
    } else {
-      nir_ssa_def *spos =
-         nir_load_system_value(b, nir_intrinsic_load_sample_pos, 0);
+      nir_ssa_def *spos = nir_load_sample_pos(b);
 
       wpos = nir_fadd(b, wpos,
                       nir_vec4(b,
@@ -81,28 +80,9 @@ lower_wpos_center_block(nir_builder *b, nir_block *block,
    nir_foreach_instr(instr, block) {
       if (instr->type == nir_instr_type_intrinsic) {
          nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
-         if (intr->intrinsic == nir_intrinsic_load_deref) {
-            nir_deref_instr *deref = nir_src_as_deref(intr->src[0]);
-            nir_variable *var = nir_deref_instr_get_variable(deref);
-
-            if (var->data.mode == nir_var_shader_in &&
-                var->data.location == VARYING_SLOT_POS) {
-               /* gl_FragCoord should not have array/struct derefs: */
-               assert(deref->deref_type == nir_deref_type_var);
-               update_fragcoord(b, intr, for_sample_shading);
-               progress = true;
-            }
-         } else if (intr->intrinsic == nir_intrinsic_load_var) {
-            nir_deref_var *dvar = intr->variables[0];
-            nir_variable *var = dvar->var;
-
-            if (var->data.mode == nir_var_shader_in &&
-                var->data.location == VARYING_SLOT_POS) {
-               /* gl_FragCoord should not have array/struct derefs: */
-               assert(dvar->deref.child == NULL);
-               update_fragcoord(b, intr, for_sample_shading);
-               progress = true;
-            }
+         if (intr->intrinsic == nir_intrinsic_load_frag_coord) {
+            update_fragcoord(b, intr, for_sample_shading);
+            progress = true;
          }
       }
    }