void generate_ddy(fs_inst *inst, struct brw_reg dst, struct brw_reg src);
void emit_dummy_fs();
+ void emit_fragcoord_interpolation(ir_variable *ir);
void emit_interpolation();
void emit_pinterp(int location);
void emit_fb_writes();
fs_reg pixel_x;
fs_reg pixel_y;
+ fs_reg wpos_w;
fs_reg pixel_w;
fs_reg delta_x;
fs_reg delta_y;
}
}
+void
+fs_visitor::emit_fragcoord_interpolation(ir_variable *ir)
+{
+ fs_reg *reg = new(this->mem_ctx) fs_reg(this, ir->type);
+ fs_reg wpos = *reg;
+ fs_reg neg_y = this->pixel_y;
+ neg_y.negate = true;
+
+ /* gl_FragCoord.x */
+ if (ir->pixel_center_integer) {
+ emit(fs_inst(BRW_OPCODE_MOV, wpos, this->pixel_x));
+ } else {
+ emit(fs_inst(BRW_OPCODE_ADD, wpos, this->pixel_x, fs_reg(0.5f)));
+ }
+ wpos.reg_offset++;
+
+ /* gl_FragCoord.y */
+ if (ir->origin_upper_left && ir->pixel_center_integer) {
+ emit(fs_inst(BRW_OPCODE_MOV, wpos, this->pixel_y));
+ } else {
+ fs_reg pixel_y = this->pixel_y;
+ float offset = (ir->pixel_center_integer ? 0.0 : 0.5);
+
+ if (!ir->origin_upper_left) {
+ pixel_y.negate = true;
+ offset += c->key.drawable_height - 1.0;
+ }
+
+ emit(fs_inst(BRW_OPCODE_ADD, wpos, pixel_y, fs_reg(offset)));
+ }
+ wpos.reg_offset++;
+
+ /* gl_FragCoord.z */
+ emit(fs_inst(FS_OPCODE_LINTERP, wpos, this->delta_x, this->delta_y,
+ interp_reg(FRAG_ATTRIB_WPOS, 2)));
+ wpos.reg_offset++;
+
+ /* gl_FragCoord.w: Already set up in emit_interpolation */
+ emit(fs_inst(BRW_OPCODE_MOV, wpos, this->wpos_w));
+
+ hash_table_insert(this->variable_ht, reg, ir);
+}
+
void
fs_visitor::visit(ir_variable *ir)
{
}
if (ir->mode == ir_var_in) {
- if (strcmp(ir->name, "gl_FrontFacing") == 0) {
+ if (!strcmp(ir->name, "gl_FragCoord")) {
+ emit_fragcoord_interpolation(ir);
+ return;
+ } else if (!strcmp(ir->name, "gl_FrontFacing")) {
reg = new(this->mem_ctx) fs_reg(this, ir->type);
struct brw_reg r1_6ud = retype(brw_vec1_grf(1, 6), BRW_REGISTER_TYPE_UD);
/* bit 31 is "primitive is back face", so checking < (1 << 31) gives
fs_reg(negate(brw_vec1_grf(1, 1)))));
this->current_annotation = "compute pos.w and 1/pos.w";
- /* Compute wpos. Unlike many other varying inputs, we usually need it
- * to produce 1/w, and the varying variable wouldn't show up.
+ /* Compute wpos.w. It's always in our setup, since it's needed to
+ * interpolate the other attributes.
*/
- fs_reg wpos = fs_reg(this, glsl_type::vec4_type);
- this->interp_attrs[FRAG_ATTRIB_WPOS] = wpos;
- emit(fs_inst(BRW_OPCODE_MOV, wpos, this->pixel_x)); /* FINISHME: ARB_fcc */
- wpos.reg_offset++;
- emit(fs_inst(BRW_OPCODE_MOV, wpos, this->pixel_y)); /* FINISHME: ARB_fcc */
- wpos.reg_offset++;
- emit(fs_inst(FS_OPCODE_LINTERP, wpos, this->delta_x, this->delta_y,
- interp_reg(FRAG_ATTRIB_WPOS, 2)));
- wpos.reg_offset++;
- emit(fs_inst(FS_OPCODE_LINTERP, wpos, this->delta_x, this->delta_y,
+ this->wpos_w = fs_reg(this, glsl_type::float_type);
+ emit(fs_inst(FS_OPCODE_LINTERP, wpos_w, this->delta_x, this->delta_y,
interp_reg(FRAG_ATTRIB_WPOS, 3)));
- /* Compute the pixel W value from wpos.w. */
+ /* Compute the pixel 1/W value from wpos.w. */
this->pixel_w = fs_reg(this, glsl_type::float_type);
- emit(fs_inst(FS_OPCODE_RCP, this->pixel_w, wpos));
+ emit(fs_inst(FS_OPCODE_RCP, this->pixel_w, wpos_w));
foreach_iter(exec_list_iterator, iter, *this->shader->ir) {
ir_instruction *ir = (ir_instruction *)iter.get();