shader->input[input_index].param_offset);
switch (decl->Interp.Interpolate) {
- case TGSI_INTERPOLATE_COLOR:
- if (si_shader_ctx->shader->key.ps.flatshade) {
- interp_param = 0;
- } else {
- if (decl->Interp.Centroid)
- interp_param = LLVMGetParam(main_fn, SI_PARAM_PERSP_CENTROID);
- else
- interp_param = LLVMGetParam(main_fn, SI_PARAM_PERSP_CENTER);
- }
- break;
case TGSI_INTERPOLATE_CONSTANT:
interp_param = 0;
break;
case TGSI_INTERPOLATE_LINEAR:
- if (decl->Interp.Centroid)
+ if (si_shader_ctx->shader->key.ps.interp_at_sample)
+ interp_param = LLVMGetParam(main_fn, SI_PARAM_LINEAR_SAMPLE);
+ else if (decl->Interp.Centroid)
interp_param = LLVMGetParam(main_fn, SI_PARAM_LINEAR_CENTROID);
else
interp_param = LLVMGetParam(main_fn, SI_PARAM_LINEAR_CENTER);
break;
+ case TGSI_INTERPOLATE_COLOR:
+ if (si_shader_ctx->shader->key.ps.flatshade) {
+ interp_param = 0;
+ break;
+ }
+ /* fall through to perspective */
case TGSI_INTERPOLATE_PERSPECTIVE:
- if (decl->Interp.Centroid)
+ if (si_shader_ctx->shader->key.ps.interp_at_sample)
+ interp_param = LLVMGetParam(main_fn, SI_PARAM_PERSP_SAMPLE);
+ else if (decl->Interp.Centroid)
interp_param = LLVMGetParam(main_fn, SI_PARAM_PERSP_CENTROID);
else
interp_param = LLVMGetParam(main_fn, SI_PARAM_PERSP_CENTER);
if (sctx->queued.named.rasterizer) {
key->ps.color_two_side = sctx->queued.named.rasterizer->two_side;
key->ps.flatshade = sctx->queued.named.rasterizer->flatshade;
+ key->ps.interp_at_sample = sctx->framebuffer.nr_samples > 1 &&
+ sctx->ps_iter_samples == sctx->framebuffer.nr_samples;
if (sctx->queued.named.blend) {
key->ps.alpha_to_one = sctx->queued.named.blend->alpha_to_one &&