v3d/compiler: support swapping R/B channels in vertex attributes.
We will need this in Vulkan to support vertex format VK_FORMAT_B8G8R8A8_UNORM. The hardware doesn't allow to swizzle vertex attribute components, so we need to do it in the shader. v2: - Use nir_intrinsic_io_semantics() to retrieve the location instead of looping through the shader input variables (Eric). - Assert that we only have one component (Eric). Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> (v1) Reviewed-by: Eric Anholt <eric@anholt.net> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
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@@ -412,6 +412,12 @@ struct v3d_vs_key {
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struct v3d_varying_slot used_outputs[V3D_MAX_ANY_STAGE_INPUTS];
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uint8_t num_used_outputs;
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/* A bit-mask indicating if we need to swap the R/B channels for
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* vertex attributes. Since the hardware doesn't provide any
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* means to swizzle vertex attributes we need to do it in the shader.
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*/
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uint16_t va_swap_rb_mask;
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bool is_coord;
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bool per_vertex_point_size;
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bool clamp_color;
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