enum shader_t type)
{
struct fd3_shader_stateobj *so = CALLOC_STRUCT(fd3_shader_stateobj);
- so->shader = ir3_shader_create(pctx, cso->tokens, type);
+ so->shader = ir3_shader_create(pctx, cso, type);
return so;
}
int constmode;
int i, j, k;
+ debug_assert(nr <= ARRAY_SIZE(color_regid));
+
vp = fd3_emit_get_vp(emit);
if (emit->key.binning_pass) {
/* seems like vs->constlen + fs->constlen > 256, then CONSTMODE=1 */
constmode = ((vp->constlen + fp->constlen) > 256) ? 1 : 0;
- pos_regid = ir3_find_output_regid(vp,
- ir3_semantic_name(TGSI_SEMANTIC_POSITION, 0));
- posz_regid = ir3_find_output_regid(fp,
- ir3_semantic_name(TGSI_SEMANTIC_POSITION, 0));
- psize_regid = ir3_find_output_regid(vp,
- ir3_semantic_name(TGSI_SEMANTIC_PSIZE, 0));
+ pos_regid = ir3_find_output_regid(vp, VARYING_SLOT_POS);
+ posz_regid = ir3_find_output_regid(fp, FRAG_RESULT_DEPTH);
+ psize_regid = ir3_find_output_regid(vp, VARYING_SLOT_PSIZ);
if (fp->color0_mrt) {
color_regid[0] = color_regid[1] = color_regid[2] = color_regid[3] =
- ir3_find_output_regid(fp, ir3_semantic_name(TGSI_SEMANTIC_COLOR, 0));
+ ir3_find_output_regid(fp, FRAG_RESULT_COLOR);
} else {
- for (int i = 0; i < fp->outputs_count; i++) {
- ir3_semantic sem = fp->outputs[i].semantic;
- unsigned idx = sem2idx(sem);
- if (sem2name(sem) != TGSI_SEMANTIC_COLOR)
- continue;
- assert(idx < 4);
- color_regid[idx] = fp->outputs[i].regid;
- }
+ color_regid[0] = ir3_find_output_regid(fp, FRAG_RESULT_DATA0);
+ color_regid[1] = ir3_find_output_regid(fp, FRAG_RESULT_DATA1);
+ color_regid[2] = ir3_find_output_regid(fp, FRAG_RESULT_DATA2);
+ color_regid[3] = ir3_find_output_regid(fp, FRAG_RESULT_DATA3);
}
/* adjust regids for alpha output formats. there is no alpha render
j = ir3_next_varying(fp, j);
if (j < fp->inputs_count) {
- k = ir3_find_output(vp, fp->inputs[j].semantic);
+ k = ir3_find_output(vp, fp->inputs[j].slot);
reg |= A3XX_SP_VS_OUT_REG_A_REGID(vp->outputs[k].regid);
reg |= A3XX_SP_VS_OUT_REG_A_COMPMASK(fp->inputs[j].compmask);
}
j = ir3_next_varying(fp, j);
if (j < fp->inputs_count) {
- k = ir3_find_output(vp, fp->inputs[j].semantic);
+ k = ir3_find_output(vp, fp->inputs[j].slot);
reg |= A3XX_SP_VS_OUT_REG_B_REGID(vp->outputs[k].regid);
reg |= A3XX_SP_VS_OUT_REG_B_COMPMASK(fp->inputs[j].compmask);
}
/* figure out VARYING_INTERP / FLAT_SHAD register values: */
for (j = -1; (j = ir3_next_varying(fp, j)) < (int)fp->inputs_count; ) {
- uint32_t interp = fp->inputs[j].interpolate;
/* TODO might be cleaner to just +8 in SP_VS_VPC_DST_REG
* instead.. rather than -8 everywhere else..
*/
debug_assert((inloc % 4) == 0);
- if ((interp == TGSI_INTERPOLATE_CONSTANT) ||
- ((interp == TGSI_INTERPOLATE_COLOR) && emit->rasterflat)) {
+ if ((fp->inputs[j].interpolate == INTERP_QUALIFIER_FLAT) ||
+ (fp->inputs[j].rasterflat && emit->rasterflat)) {
uint32_t loc = inloc;
for (i = 0; i < 4; i++, loc++) {
vinterp[loc / 16] |= FLAT << ((loc % 16) * 2);
}
}
- /* TODO: Figure out if there's a way to make it spit out 0's and
- * 1's for the .z and .w components.
- */
- if (emit->sprite_coord_enable & (1 << sem2idx(fp->inputs[j].semantic)))
- vpsrepl[inloc / 16] |= (emit->sprite_coord_mode ? 0x0d : 0x09)
- << ((inloc % 16) * 2);
+ gl_varying_slot slot = fp->inputs[j].slot;
+
+ /* since we don't enable PIPE_CAP_TGSI_TEXCOORD: */
+ if (slot >= VARYING_SLOT_VAR0) {
+ unsigned texmask = 1 << (slot - VARYING_SLOT_VAR0);
+ /* Replace the .xy coordinates with S/T from the point sprite. Set
+ * interpolation bits for .zw such that they become .01
+ */
+ if (emit->sprite_coord_enable & texmask) {
+ vpsrepl[inloc / 16] |= (emit->sprite_coord_mode ? 0x0d : 0x09)
+ << ((inloc % 16) * 2);
+ vinterp[(inloc + 2) / 16] |= 2 << (((inloc + 2) % 16) * 2);
+ vinterp[(inloc + 3) / 16] |= 3 << (((inloc + 3) % 16) * 2);
+ }
+ }
}
OUT_PKT0(ring, REG_A3XX_VPC_ATTR, 2);
OUT_RING(ring, flatshade[1]); /* SP_FS_FLAT_SHAD_MODE_REG_1 */
}
- OUT_PKT0(ring, REG_A3XX_VFD_VS_THREADING_THRESHOLD, 1);
- OUT_RING(ring, A3XX_VFD_VS_THREADING_THRESHOLD_REGID_THRESHOLD(15) |
- A3XX_VFD_VS_THREADING_THRESHOLD_REGID_VTXCNT(252));
-
if (vpbuffer == BUFFER)
emit_shader(ring, vp);