*/
uint32_t barycentric_interp_modes;
+ /**
+ * Mask of which FS inputs are marked flat by the shader source. This is
+ * needed for setting up 3DSTATE_SF/SBE.
+ */
+ uint32_t flat_inputs;
+
/**
* Map from gl_varying_slot to the position within the FS setup data
* payload where the varying's attribute vertex deltas should be delivered.
return barycentric_interp_modes;
}
+static void
+brw_compute_flat_inputs(struct brw_wm_prog_data *prog_data,
+ bool shade_model_flat, const nir_shader *shader)
+{
+ prog_data->flat_inputs = 0;
+
+ nir_foreach_variable(var, &shader->inputs) {
+ enum glsl_interp_qualifier interp_qualifier =
+ (enum glsl_interp_qualifier)var->data.interpolation;
+ bool is_gl_Color = (var->data.location == VARYING_SLOT_COL0) ||
+ (var->data.location == VARYING_SLOT_COL1);
+
+ int input_index = prog_data->urb_setup[var->data.location];
+
+ if (input_index < 0)
+ continue;
+
+ /* flat shading */
+ if (interp_qualifier == INTERP_QUALIFIER_FLAT ||
+ (shade_model_flat && is_gl_Color &&
+ interp_qualifier == INTERP_QUALIFIER_NONE))
+ prog_data->flat_inputs |= (1 << input_index);
+ }
+}
+
static uint8_t
computed_depth_mode(const nir_shader *shader)
{
}
}
+ /* We have to compute the flat inputs after the visitor is finished running
+ * because it relies on prog_data->urb_setup which is computed in
+ * fs_visitor::calculate_urb_setup().
+ */
+ brw_compute_flat_inputs(prog_data, key->flat_shade, shader);
+
cfg_t *simd8_cfg;
int no_simd8 = (INTEL_DEBUG & DEBUG_NO8) || use_rep_send;
if ((no_simd8 || compiler->devinfo->gen < 5) && simd16_cfg) {