/* For vertex shaders, keep track of the system values sources */
struct ir3_instruction *vertex_id, *basevertex, *instance_id;
+ /* For fragment shaders: */
+ struct ir3_instruction *samp_id, *samp_mask_in;
+
/* Compute shader inputs: */
struct ir3_instruction *local_invocation_id, *work_group_id;
}
dst[0] = ctx->instance_id;
break;
+ case nir_intrinsic_load_sample_id:
+ if (!ctx->samp_id) {
+ ctx->samp_id = create_input(b, 0);
+ ctx->samp_id->regs[0]->flags |= IR3_REG_HALF;
+ add_sysval_input(ctx, SYSTEM_VALUE_SAMPLE_ID,
+ ctx->samp_id);
+ }
+ dst[0] = ir3_COV(b, ctx->samp_id, TYPE_U16, TYPE_U32);
+ break;
+ case nir_intrinsic_load_sample_mask_in:
+ if (!ctx->samp_mask_in) {
+ ctx->samp_mask_in = create_input(b, 0);
+ add_sysval_input(ctx, SYSTEM_VALUE_SAMPLE_MASK_IN,
+ ctx->samp_mask_in);
+ }
+ dst[0] = ctx->samp_mask_in;
+ break;
case nir_intrinsic_load_user_clip_plane:
idx = nir_intrinsic_ucp_id(intr);
for (int i = 0; i < intr->num_components; i++) {
}
static const unsigned max_sysvals[SHADER_MAX] = {
+ [SHADER_FRAGMENT] = 8,
[SHADER_VERTEX] = 16,
[SHADER_COMPUTE] = 16, // TODO how many do we actually need?
};