This reverts commit
c0504569eac5e5c305e9f0c240e248aca9d8891f. Now that
we're doing interpolation lowering in NIR, we can continue to stride the
FS input registers directly in the brw_fs_nir code like we did before.
This fixes SIMD32 fragment shaders which broke because lower_simd_width
depended on the 0 stride to split PLN instructions correctly.
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
} else {
bld.emit(FS_OPCODE_LINTERP, wpos,
this->delta_xy[BRW_BARYCENTRIC_PERSPECTIVE_PIXEL],
- interp_reg(VARYING_SLOT_POS, 2));
+ component(interp_reg(VARYING_SLOT_POS, 2), 0));
}
wpos = offset(wpos, bld, 1);
*/
struct brw_reg delta_x = src[0];
struct brw_reg delta_y = offset(src[0], inst->exec_size / 8);
- struct brw_reg interp = stride(src[1], 0, 1, 0);
+ struct brw_reg interp = src[1];
brw_inst *i[2];
/* nir_lower_interpolation() will do the lowering to MAD instructions for
for (unsigned int i = 0; i < instr->num_components; i++) {
fs_reg interp =
- interp_reg(nir_intrinsic_base(instr),
- nir_intrinsic_component(instr) + i);
+ component(interp_reg(nir_intrinsic_base(instr),
+ nir_intrinsic_component(instr) + i), 0);
interp.type = BRW_REGISTER_TYPE_F;
dest.type = BRW_REGISTER_TYPE_F;
*/
this->wpos_w = vgrf(glsl_type::float_type);
abld.emit(FS_OPCODE_LINTERP, wpos_w, delta_xy,
- interp_reg(VARYING_SLOT_POS, 3));
+ component(interp_reg(VARYING_SLOT_POS, 3), 0));
/* Compute the pixel 1/W value from wpos.w. */
this->pixel_w = vgrf(glsl_type::float_type);
abld.emit(SHADER_OPCODE_RCP, this->pixel_w, wpos_w);