mostly documenting things, since with modern llvm we always have the
spill enabled.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
ctx->stage == MESA_SHADER_VERTEX ||
ctx->stage == MESA_SHADER_TESS_CTRL ||
ctx->stage == MESA_SHADER_TESS_EVAL ||
- ctx->stage == MESA_SHADER_FRAGMENT ||
ctx->is_gs_copy_shader)
need_ring_offsets = true;
+ if (ctx->stage == MESA_SHADER_FRAGMENT &&
+ ctx->shader_info->info.ps.needs_sample_positions)
+ need_ring_offsets = true;
+
if (need_ring_offsets && !ctx->options->supports_spill) {
arg_types[arg_idx++] = const_array(ctx->v16i8, 16); /* address of rings */
}