ctx->stencil_ref.atom.dirty = true;
ctx->vertex_fetch_shader.atom.dirty = true;
ctx->export_shader.atom.dirty = true;
+ ctx->shader_stages.atom.dirty = true;
if (ctx->gs_shader) {
ctx->geometry_shader.atom.dirty = true;
- ctx->shader_stages.atom.dirty = true;
ctx->gs_rings.atom.dirty = true;
}
ctx->vertex_shader.atom.dirty = true;
return 0;
}
+static int vs_add_primid_output(struct r600_shader_ctx *ctx, int prim_id_sid)
+{
+ int i;
+ i = ctx->shader->noutput++;
+ ctx->shader->output[i].name = TGSI_SEMANTIC_PRIMID;
+ ctx->shader->output[i].sid = 0;
+ ctx->shader->output[i].gpr = 0;
+ ctx->shader->output[i].interpolate = TGSI_INTERPOLATE_CONSTANT;
+ ctx->shader->output[i].write_mask = 0x4;
+ ctx->shader->output[i].spi_sid = prim_id_sid;
+
+ return 0;
+}
+
static int tgsi_declaration(struct r600_shader_ctx *ctx)
{
struct tgsi_full_declaration *d = &ctx->parse.FullToken.FullDeclaration;
case TGSI_SEMANTIC_POSITION:
ctx->fragcoord_input = i;
break;
+ case TGSI_SEMANTIC_PRIMID:
+ /* set this for now */
+ ctx->shader->gs_prim_id_input = true;
+ ctx->shader->ps_prim_id_input = i;
+ break;
}
if (ctx->bc->chip_class >= EVERGREEN) {
if ((r = evergreen_interp_input(ctx, i)))
ctx.shader = shader;
ctx.native_integers = true;
+ shader->vs_as_gs_a = key.vs_as_gs_a;
shader->vs_as_es = key.vs_as_es;
r600_bytecode_init(ctx.bc, rscreen->b.chip_class, rscreen->b.family,
ctx.nliterals = 0;
ctx.literals = NULL;
shader->fs_write_all = FALSE;
+
+ if (shader->vs_as_gs_a)
+ vs_add_primid_output(&ctx, key.vs_prim_id_out);
+
while (!tgsi_parse_end_of_tokens(&ctx.parse)) {
tgsi_parse_token(&ctx.parse);
switch (ctx.parse.FullToken.Token.Type) {
output[j].swizzle_z = 4; /* 0 */
output[j].swizzle_w = 5; /* 1 */
break;
+ case TGSI_SEMANTIC_PRIMID:
+ output[j].swizzle_x = 2;
+ output[j].swizzle_y = 4; /* 0 */
+ output[j].swizzle_z = 4; /* 0 */
+ output[j].swizzle_w = 4; /* 0 */
+ break;
}
+
break;
case TGSI_PROCESSOR_FRAGMENT:
if (shader->output[i].name == TGSI_SEMANTIC_COLOR) {
key.nr_cbufs = 2;
} else if (sel->type == PIPE_SHADER_VERTEX) {
key.vs_as_es = (rctx->gs_shader != NULL);
+ if (rctx->ps_shader->current->shader.gs_prim_id_input && !rctx->gs_shader) {
+ key.vs_as_gs_a = true;
+ key.vs_prim_id_out = rctx->ps_shader->current->shader.input[rctx->ps_shader->current->shader.ps_prim_id_input].spi_sid;
+ }
}
return key;
}
r600_update_ps_state(ctx, rctx->ps_shader->current);
}
+ rctx->shader_stages.atom.dirty = true;
update_shader_atom(ctx, &rctx->pixel_shader, rctx->ps_shader->current);
}