pan_pack(&state->properties, MIDGARD_PROPERTIES, cfg) {
cfg.uniform_buffer_count = state->ubo_count;
cfg.uniform_count = state->uniform_count;
- cfg.work_register_count = state->work_reg_count;
cfg.writes_globals = state->writes_global;
cfg.suppress_inf_nan = true; /* XXX */
+
+ if (stage == MESA_SHADER_FRAGMENT) {
+ /* Work register count, early-z, reads at draw-time */
+ cfg.stencil_from_shader = state->writes_stencil;
+ cfg.helper_invocation_enable = state->helper_invocations;
+ cfg.depth_source = state->writes_depth ?
+ MALI_DEPTH_SOURCE_SHADER :
+ MALI_DEPTH_SOURCE_FIXED_FUNCTION;
+ } else {
+ cfg.work_register_count = state->work_reg_count;
+ }
}
}
break;
case MESA_SHADER_FRAGMENT:
- /* TODO */
+ pan_pack(&state->properties, BIFROST_PROPERTIES, cfg) {
+ /* Early-Z set at draw-time */
+
+ cfg.unknown = 0x950020; /* XXX */
+ cfg.uniform_buffer_count = state->ubo_count;
+ }
+
+ pan_pack(&state->preload, PRELOAD_FRAGMENT, cfg) {
+ cfg.uniform_count = state->uniform_count;
+ cfg.fragment_position = state->reads_frag_coord;
+ }
+
break;
default:
unreachable("TODO");