const fs_reg &desc,
glsl_interp_mode interpolation)
{
+ struct brw_wm_prog_data *wm_prog_data =
+ (struct brw_wm_prog_data *) bld.shader->stage_prog_data;
fs_inst *inst;
fs_reg payload;
int mlen;
inst->regs_written = 2 * bld.dispatch_width() / 8;
inst->pi_noperspective = interpolation == INTERP_MODE_NOPERSPECTIVE;
+ wm_prog_data->pulls_bary = true;
+
return inst;
}
nir_intrinsic_instr *instr)
{
assert(stage == MESA_SHADER_FRAGMENT);
- struct brw_wm_prog_data *wm_prog_data =
- (struct brw_wm_prog_data *) prog_data;
const struct brw_wm_prog_key *wm_key = (const struct brw_wm_prog_key *) key;
fs_reg dest;
* pre-interpolation. In order to get the actual location of the bits
* we get from the vertex fetching hardware, we need the variable.
*/
- wm_prog_data->pulls_bary = true;
-
fs_reg dst_xy = bld.vgrf(BRW_REGISTER_TYPE_F, 2);
const glsl_interp_mode interpolation =
(glsl_interp_mode) instr->variables[0]->var->data.interpolation;