asahi: Identify triangle/lines vs point varyings
Seems to allow skipping over point coords? Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11818>
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3d75cff7d7
@@ -1212,7 +1212,7 @@ agx_remap_varyings_fs(nir_shader *nir, struct agx_varyings *varyings,
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agx_pack(packed, VARYING, cfg) {
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cfg.type = AGX_VARYING_TYPE_FRAGCOORD_W;
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cfg.components = 1;
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cfg.slot_1 = cfg.slot_2 = base;
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cfg.triangle_slot = cfg.point_slot = base;
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}
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base++;
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@@ -1221,7 +1221,7 @@ agx_remap_varyings_fs(nir_shader *nir, struct agx_varyings *varyings,
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agx_pack(packed, VARYING, cfg) {
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cfg.type = AGX_VARYING_TYPE_FRAGCOORD_Z;
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cfg.components = 1;
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cfg.slot_1 = cfg.slot_2 = base;
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cfg.triangle_slot = cfg.point_slot = base;
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}
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base++;
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@@ -1258,7 +1258,7 @@ agx_remap_varyings_fs(nir_shader *nir, struct agx_varyings *varyings,
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AGX_VARYING_TYPE_FLAT_LAST :
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AGX_VARYING_TYPE_SMOOTH;
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cfg.components = channels;
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cfg.slot_1 = cfg.slot_2 = base;
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cfg.triangle_slot = cfg.point_slot = base;
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}
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base += channels;
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