return inst;
}
+/**
+ * Actual coherent framebuffer read implemented using the native render target
+ * read message. Requires SKL+.
+ */
+static fs_inst *
+emit_coherent_fb_read(const fs_builder &bld, const fs_reg &dst, unsigned target)
+{
+ assert(bld.shader->devinfo->gen >= 9);
+ fs_inst *inst = bld.emit(FS_OPCODE_FB_READ_LOGICAL, dst);
+ inst->target = target;
+ inst->regs_written = 4 * inst->dst.component_size(inst->exec_size) /
+ REG_SIZE;
+
+ return inst;
+}
+
static fs_reg
alloc_temporary(const fs_builder &bld, unsigned size, fs_reg *regs, unsigned n)
{
const unsigned target = l - FRAG_RESULT_DATA0 + const_offset->u32[0];
const fs_reg tmp = bld.vgrf(dest.type, 4);
- assert(!reinterpret_cast<const brw_wm_prog_key *>(key)->coherent_fb_fetch);
- emit_non_coherent_fb_read(bld, tmp, target);
+ if (reinterpret_cast<const brw_wm_prog_key *>(key)->coherent_fb_fetch)
+ emit_coherent_fb_read(bld, tmp, target);
+ else
+ emit_non_coherent_fb_read(bld, tmp, target);
for (unsigned j = 0; j < instr->num_components; j++) {
bld.MOV(offset(dest, bld, j),