dEQP-GLES2.functional.shaders.preprocessor.predefined_macros.line_2_vertex
dEQP-GLES2.functional.shaders.random.all_features.fragment.0
dEQP-GLES2.functional.shaders.random.all_features.fragment.16
-dEQP-GLES2.functional.shaders.random.all_features.fragment.45
dEQP-GLES2.functional.shaders.random.all_features.fragment.5
dEQP-GLES2.functional.shaders.random.all_features.fragment.6
-dEQP-GLES2.functional.shaders.random.all_features.fragment.72
-dEQP-GLES2.functional.shaders.random.all_features.fragment.77
dEQP-GLES2.functional.shaders.random.all_features.vertex.0
dEQP-GLES2.functional.shaders.random.all_features.vertex.17
dEQP-GLES2.functional.shaders.random.texture.vertex.10
midgard_instruction ins = v_mov(reg, blank_alu_src, SSA_FIXED_REGISTER(26));
emit_mir_instruction(ctx, ins);
- /* We should have been vectorized. That also lets us
- * ignore the mask. because the mask component on
- * st_vary is (as far as I can tell) ignored [the blob
- * sets it to zero] */
- assert(nir_intrinsic_component(instr) == 0);
+ /* We should have been vectorized, though we don't
+ * currently check that st_vary is emitted only once
+ * per slot (this is relevant, since there's not a mask
+ * parameter available on the store [set to 0 by the
+ * blob]). We do respect the component by adjusting the
+ * swizzle. */
+
+ unsigned component = nir_intrinsic_component(instr);
midgard_instruction st = m_st_vary_32(SSA_FIXED_REGISTER(0), offset);
st.load_store.unknown = 0x1E9E; /* XXX: What is this? */
+ st.load_store.swizzle = SWIZZLE_XYZW << (2*component);
emit_mir_instruction(ctx, st);
} else {
DBG("Unknown store\n");