<value name="ANISOTROPIC_16_1" value="15"/>
</enum>
+ <enum name="Flat Shade Action" prefix="V3D_FLAT_SHADE_ACTION">
+ <value name="unchanged" value="0"/>
+ <value name="zeroed" value="1"/>
+ <value name="set" value="2"/>
+ </enum>
+
<packet code="0" name="Halt"/>
<packet code="1" name="NOP"/>
<packet code="4" name="Flush"/>
<packet code="98" name="Flat Shade Flags">
<field name="Flat Shade Flags for varyings V0*24" size="24" start="8" type="uint"/>
- <field name="Action for Flat Shade Flags of higher numbered varyings" size="2" start="6" type="uint"/>
- <field name="Action for Flat Shade Flags of lower numbered varyings" size="2" start="4" type="uint"/>
+ <field name="Action for Flat Shade Flags of higher numbered varyings" size="2" start="6" type="Flat Shade Action"/>
+ <field name="Action for Flat Shade Flags of lower numbered varyings" size="2" start="4" type="Flat Shade Action"/>
<field name="Varying offset V0" size="4" start="0" type="uint"/>
</packet>
* flat-shaded. This includes gl_FragColor flat-shading, which is
* customized based on the shademodel_flat shader key.
*/
- BITSET_WORD flat_shade_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
+ uint32_t flat_shade_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
struct v3d_ubo_range *ubo_ranges;
bool *ubo_range_used;
struct v3d_varying_slot input_slots[V3D_MAX_FS_INPUTS];
- /* Bitmask for whether the corresponding input is flat-shaded.
+ /* Array of flat shade flags.
+ *
+ * Each entry is only 24 bits (high 8 bits 0), to match the hardware
+ * packet layout.
*/
- BITSET_WORD flat_shade_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
+ uint32_t flat_shade_flags[((V3D_MAX_FS_INPUTS - 1) / 24) + 1];
bool writes_z;
bool discard;
memcpy(prog_data->input_slots, c->input_slots,
c->num_inputs * sizeof(*c->input_slots));
- memcpy(prog_data->flat_shade_flags, c->flat_shade_flags,
- sizeof(c->flat_shade_flags));
+ STATIC_ASSERT(ARRAY_SIZE(prog_data->flat_shade_flags) >
+ (V3D_MAX_FS_INPUTS - 1) / 24);
+ for (int i = 0; i < V3D_MAX_FS_INPUTS; i++) {
+ if (BITSET_TEST(c->flat_shade_flags, i))
+ prog_data->flat_shade_flags[i / 24] |= 1 << (i % 24);
+ }
}
uint64_t *v3d_compile_fs(const struct v3d_compiler *compiler,
emit_textures(vc5, &vc5->verttex);
if (vc5->dirty & VC5_DIRTY_FLAT_SHADE_FLAGS) {
- /* XXX: Need to handle more than 24 entries. */
- cl_emit(&job->bcl, FLAT_SHADE_FLAGS, flags) {
- flags.varying_offset_v0 = 0;
+ bool emitted_any = false;
+
+ for (int i = 0; i < ARRAY_SIZE(vc5->prog.fs->prog_data.fs->flat_shade_flags); i++) {
+ if (!vc5->prog.fs->prog_data.fs->flat_shade_flags[i])
+ continue;
+
+ cl_emit(&job->bcl, FLAT_SHADE_FLAGS, flags) {
+ flags.varying_offset_v0 = i;
+
+ if (emitted_any) {
+ flags.action_for_flat_shade_flags_of_lower_numbered_varyings =
+ V3D_FLAT_SHADE_ACTION_UNCHANGED;
+ flags.action_for_flat_shade_flags_of_higher_numbered_varyings =
+ V3D_FLAT_SHADE_ACTION_UNCHANGED;
+ } else {
+ flags.action_for_flat_shade_flags_of_lower_numbered_varyings =
+ ((i == 0) ?
+ V3D_FLAT_SHADE_ACTION_UNCHANGED :
+ V3D_FLAT_SHADE_ACTION_ZEROED);
+
+ flags.action_for_flat_shade_flags_of_higher_numbered_varyings =
+ V3D_FLAT_SHADE_ACTION_ZEROED;
+ }
+
+ flags.flat_shade_flags_for_varyings_v024 =
+ vc5->prog.fs->prog_data.fs->flat_shade_flags[i];
+ }
+
+ emitted_any = true;
+ }
- flags.flat_shade_flags_for_varyings_v024 =
- vc5->prog.fs->prog_data.fs->flat_shade_flags[0] & 0xfffff;
+ if (!emitted_any) {
+ cl_emit(&job->bcl, ZERO_ALL_FLAT_SHADE_FLAGS, flags);
}
}