From: Marek Olšák Date: Tue, 3 Jan 2017 19:12:28 +0000 (+0100) Subject: radeonsi: fix the Witcher 2 black transitions X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=cac74a9bcc168f984d9a06d00b39c882fe5850b6;p=mesa.git radeonsi: fix the Witcher 2 black transitions v2: do it properly Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98238 Reviewed-by: Nicolai Hähnle --- diff --git a/src/gallium/drivers/radeonsi/si_shader_tgsi_setup.c b/src/gallium/drivers/radeonsi/si_shader_tgsi_setup.c index 996a458835e..3e0f7c4f769 100644 --- a/src/gallium/drivers/radeonsi/si_shader_tgsi_setup.c +++ b/src/gallium/drivers/radeonsi/si_shader_tgsi_setup.c @@ -636,6 +636,15 @@ store_value_to_array(struct lp_build_tgsi_context *bld_base, } } +/* 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, @@ -688,7 +697,8 @@ LLVMValueRef si_llvm_emit_fetch(struct lp_build_tgsi_context *bld_base, * 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)); @@ -881,7 +891,8 @@ static void emit_declaration(struct lp_build_tgsi_context *bld_base, 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]); }