(1 << (var->data.location - VARYING_SLOT_VAR0)))));
}
+static bool
+program_reads_point_coord(struct v3d_compile *c)
+{
+ nir_foreach_variable(var, &c->s->inputs) {
+ if (var_needs_point_coord(c, var))
+ return true;
+ }
+
+ return false;
+}
+
static void
ntq_setup_fs_inputs(struct v3d_compile *c)
{
/* Emit the else block. */
vir_set_emit_block(c, else_block);
- ntq_activate_execute_for_block(c);
ntq_emit_cf_list(c, &if_stmt->else_list);
}
c->payload_w_centroid = vir_MOV(c, vir_reg(QFILE_REG, 1));
c->payload_z = vir_MOV(c, vir_reg(QFILE_REG, 2));
- /* XXX perf: We could set the "disable implicit point/line
- * varyings" field in the shader record and not emit these, if
- * they're not going to be used.
+ /* V3D 4.x can disable implicit point coordinate varyings if
+ * they are not used.
*/
- if (c->fs_key->is_points) {
+ if (c->fs_key->is_points &&
+ (c->devinfo->ver < 40 || program_reads_point_coord(c))) {
c->point_x = emit_fragment_varying(c, NULL, 0, 0);
c->point_y = emit_fragment_varying(c, NULL, 0, 0);
- } else if (c->fs_key->is_lines) {
+ c->uses_implicit_point_line_varyings = true;
+ } else if (c->fs_key->is_lines && c->devinfo->ver < 40) {
c->line_x = emit_fragment_varying(c, NULL, 0, 0);
+ c->uses_implicit_point_line_varyings = true;
}
break;
case MESA_SHADER_COMPUTE:
.lower_all_io_to_temps = true,
.lower_extract_byte = true,
.lower_extract_word = true,
- .lower_bfm = true,
.lower_bitfield_insert_to_shifts = true,
.lower_bitfield_extract_to_shifts = true,
.lower_bitfield_reverse = true,
.lower_ldexp = true,
.lower_mul_high = true,
.lower_wpos_pntc = true,
+ .lower_rotate = true,
};
/**