}
}
+/* If this is true, preload FS inputs at the beginning of shaders. Otherwise,
+ * reload them at each use. This must be true if the shader is using
+ * derivatives, because all inputs should be loaded in the WQM mode.
+ */
+static bool si_preload_fs_inputs(struct si_shader_context *ctx)
+{
+ return ctx->shader->selector->info.uses_derivatives;
+}
+
LLVMValueRef si_llvm_emit_fetch(struct lp_build_tgsi_context *bld_base,
const struct tgsi_full_src_register *reg,
enum tgsi_opcode_type type,
* only once. Fragment shaders don't care much, because
* v_interp instructions are much cheaper than VMEM loads.
*/
- if (ctx->soa.bld_base.info->processor == PIPE_SHADER_FRAGMENT)
+ if (!si_preload_fs_inputs(ctx) &&
+ ctx->soa.bld_base.info->processor == PIPE_SHADER_FRAGMENT)
ctx->load_input(ctx, index, &ctx->input_decls[index], input);
else
memcpy(input, &ctx->inputs[index * 4], sizeof(input));
ctx->input_decls[idx].Range.Last = idx;
ctx->input_decls[idx].Semantic.Index += idx - decl->Range.First;
- if (bld_base->info->processor != PIPE_SHADER_FRAGMENT)
+ if (si_preload_fs_inputs(ctx) ||
+ bld_base->info->processor != PIPE_SHADER_FRAGMENT)
ctx->load_input(ctx, idx, &ctx->input_decls[idx],
&ctx->inputs[idx * 4]);
}