v3d: Fix shaders using pixel center W but no varyings.

The docs called this field "uses both center W and centroid W", but
actually it's "do you need center W even if varyings don't obviously call
for it?"

Fixes dEQP-GLES3.functional.shaders.builtin_variable.fragcoord_w
This commit is contained in:
Eric Anholt
2018-06-14 11:04:05 -07:00
parent 0d4f338a11
commit e130ada243
4 changed files with 9 additions and 16 deletions

View File

@@ -2006,9 +2006,10 @@ vir_emit_last_thrsw(struct v3d_compile *c)
c->last_thrsw->is_last_thrsw = true; c->last_thrsw->is_last_thrsw = true;
} }
/* There's a flag in the shader for "centroid W used in addition to center W", /* There's a flag in the shader for "center W is needed for reasons other than
* so we need to walk the program after VIR optimization to see if both are * non-centroid varyings", so we just walk the program after VIR optimization
* used. * to see if it's used. It should be harmless to set even if we only use
* center W for varyings.
*/ */
static void static void
vir_check_payload_w(struct v3d_compile *c) vir_check_payload_w(struct v3d_compile *c)
@@ -2016,19 +2017,11 @@ vir_check_payload_w(struct v3d_compile *c)
if (c->s->info.stage != MESA_SHADER_FRAGMENT) if (c->s->info.stage != MESA_SHADER_FRAGMENT)
return; return;
bool any_centroid = false;
for (int i = 0; i < ARRAY_SIZE(c->centroid_flags); i++) {
if (c->centroid_flags[i])
any_centroid = true;
}
if (!any_centroid)
return;
vir_for_each_inst_inorder(inst, c) { vir_for_each_inst_inorder(inst, c) {
for (int i = 0; i < vir_get_nsrc(inst); i++) { for (int i = 0; i < vir_get_nsrc(inst); i++) {
if (inst->src[i].file == QFILE_REG && if (inst->src[i].file == QFILE_REG &&
inst->src[i].index == 0) { inst->src[i].index == 0) {
c->uses_centroid_and_center_w = true; c->uses_center_w = true;
return; return;
} }
} }

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@@ -478,7 +478,7 @@ struct v3d_compile {
uint32_t centroid_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)]; uint32_t centroid_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
bool uses_centroid_and_center_w; bool uses_center_w;
struct v3d_ubo_range *ubo_ranges; struct v3d_ubo_range *ubo_ranges;
bool *ubo_range_used; bool *ubo_range_used;
@@ -663,7 +663,7 @@ struct v3d_fs_prog_data {
bool writes_z; bool writes_z;
bool discard; bool discard;
bool uses_centroid_and_center_w; bool uses_center_w;
}; };
/* Special nir_load_input intrinsic index for loading the current TLB /* Special nir_load_input intrinsic index for loading the current TLB

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@@ -841,7 +841,7 @@ uint64_t *v3d_compile_fs(const struct v3d_compiler *compiler,
prog_data->writes_z = (c->s->info.outputs_written & prog_data->writes_z = (c->s->info.outputs_written &
(1 << FRAG_RESULT_DEPTH)); (1 << FRAG_RESULT_DEPTH));
prog_data->discard = c->s->info.fs.uses_discard; prog_data->discard = c->s->info.fs.uses_discard;
prog_data->uses_centroid_and_center_w = c->uses_centroid_and_center_w; prog_data->uses_center_w = c->uses_center_w;
return v3d_return_qpu_insts(c, final_assembly_size); return v3d_return_qpu_insts(c, final_assembly_size);
} }

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@@ -178,7 +178,7 @@ v3d_emit_gl_shader_state(struct v3d_context *v3d,
v3d->prog.fs->prog_data.fs->discard); v3d->prog.fs->prog_data.fs->discard);
shader.fragment_shader_uses_real_pixel_centre_w_in_addition_to_centroid_w2 = shader.fragment_shader_uses_real_pixel_centre_w_in_addition_to_centroid_w2 =
v3d->prog.fs->prog_data.fs->uses_centroid_and_center_w; v3d->prog.fs->prog_data.fs->uses_center_w;
shader.number_of_varyings_in_fragment_shader = shader.number_of_varyings_in_fragment_shader =
v3d->prog.fs->prog_data.base->num_inputs; v3d->prog.fs->prog_data.base->num_inputs;