This patch makes emit_general_interpolation take a destination register
as an argument, and write directly to that. This is simpler than the
old approach of ralloc'ing a register, writing to that temporary, and
then making the caller emit per-component MOVs to copy it to the actual
destination.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
this->uniforms = v->uniforms;
}
-fs_reg *
-fs_visitor::emit_fragcoord_interpolation()
+void
+fs_visitor::emit_fragcoord_interpolation(fs_reg wpos)
{
assert(stage == MESA_SHADER_FRAGMENT);
- fs_reg *reg = new(this->mem_ctx) fs_reg(vgrf(glsl_type::vec4_type));
- fs_reg wpos = *reg;
/* gl_FragCoord.x */
bld.MOV(wpos, this->pixel_x);
/* gl_FragCoord.w: Already set up in emit_interpolation */
bld.MOV(wpos, this->wpos_w);
-
- return reg;
}
static enum brw_barycentric_mode
void emit_dummy_fs();
void emit_repclear_shader();
- fs_reg *emit_fragcoord_interpolation();
+ void emit_fragcoord_interpolation(fs_reg wpos);
fs_reg *emit_frontfacing_interpolation();
fs_reg *emit_samplepos_setup();
fs_reg *emit_sampleid_setup();
fs_reg reg;
if (var->data.location == VARYING_SLOT_POS) {
- reg = *emit_fragcoord_interpolation();
- emit_percomp(bld, fs_inst(BRW_OPCODE_MOV, bld.dispatch_width(),
- input, reg), 0xF);
+ emit_fragcoord_interpolation(input);
} else if (var->data.location == VARYING_SLOT_LAYER) {
struct brw_reg reg = suboffset(interp_reg(VARYING_SLOT_LAYER, 1), 3);
reg.type = BRW_REGISTER_TYPE_D;