Revert "intel/compiler: make uses_pos_offset a tri-state"
This reverts commit 5489033fa8
.
The problem I was trying to address is that we were programming the
3DSTATE_PS::PositionXYOffsetSelect bit differently with GPL (CENTROID)
than without (NONE).
I failed to understand that this bit also impacts the thread payload
layout. GPL fragment shaders don't know ahead of time if pos_offset is
going to be used. It'll be choosen at runtime base on push constant
bits. So we need to program this bit different just to have a payload
matching the compiled shader code.
This fixes the freedoom replay with GPL FS shader in SIMD32.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Acked-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22938>
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@@ -923,8 +923,7 @@ struct brw_wm_prog_data {
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bool dispatch_16;
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bool dispatch_32;
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bool dual_src_blend;
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enum brw_sometimes uses_pos_offset;
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bool read_pos_offset_input;
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bool uses_pos_offset;
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bool uses_omask;
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bool uses_kill;
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bool uses_src_depth;
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@@ -1187,25 +1186,6 @@ brw_wm_prog_data_is_coarse(const struct brw_wm_prog_data *prog_data,
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return prog_data->coarse_pixel_dispatch;
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}
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static inline bool
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brw_wm_prog_data_uses_position_xy_offset(const struct brw_wm_prog_data *prog_data,
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enum brw_wm_msaa_flags pushed_msaa_flags)
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{
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bool per_sample;
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if (pushed_msaa_flags & BRW_WM_MSAA_FLAG_ENABLE_DYNAMIC) {
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per_sample = (pushed_msaa_flags & BRW_WM_MSAA_FLAG_PERSAMPLE_INTERP) != 0;
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} else {
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assert(prog_data->persample_dispatch == BRW_ALWAYS ||
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prog_data->persample_dispatch == BRW_NEVER);
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per_sample = prog_data->persample_dispatch == BRW_ALWAYS;
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}
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if (!per_sample)
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return false;
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return prog_data->read_pos_offset_input;
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}
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struct brw_push_const_block {
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unsigned dwords; /* Dword count, not reg aligned */
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unsigned regs;
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@@ -7365,16 +7365,12 @@ brw_nir_populate_wm_prog_data(const nir_shader *shader,
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* per-sample dispatch. If we need gl_SamplePosition and we don't have
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* persample dispatch, we hard-code it to 0.5.
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*/
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prog_data->read_pos_offset_input =
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BITSET_TEST(shader->info.system_values_read,
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SYSTEM_VALUE_SAMPLE_POS) ||
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BITSET_TEST(shader->info.system_values_read,
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SYSTEM_VALUE_SAMPLE_POS_OR_CENTER);
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if (prog_data->read_pos_offset_input)
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prog_data->uses_pos_offset = prog_data->persample_dispatch;
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else
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prog_data->uses_pos_offset = BRW_NEVER;
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prog_data->uses_pos_offset =
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prog_data->persample_dispatch != BRW_NEVER &&
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(BITSET_TEST(shader->info.system_values_read,
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SYSTEM_VALUE_SAMPLE_POS) ||
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BITSET_TEST(shader->info.system_values_read,
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SYSTEM_VALUE_SAMPLE_POS_OR_CENTER));
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}
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prog_data->has_render_target_reads = shader->info.outputs_read != 0ull;
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