intel/compiler: Handle per-primitive inputs in FS
In Fragment Shader, regular inputs are laid out in the thread payload in a one dword per each half-GRF, that gives room for having the two delta dwords needed for interpolation. Per-primitive inputs are laid out before the regular inputs, and since there's no need to have delta information, they are packed. So half-GRF will be fully filled with 4 dwords of input. When num_per_primitive_inputs is zero (the default case), behavior should be the same as before. Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13661>
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@@ -332,6 +332,7 @@ public:
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fs_reg get_timestamp(const brw::fs_builder &bld);
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fs_reg interp_reg(int location, int channel);
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fs_reg per_primitive_reg(int location);
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virtual void dump_instructions() const;
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virtual void dump_instructions(const char *name) const;
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