agx: Implement noperspective interpolation
We need to get a matching coefficient register and change the encoding of the iter instruction slightly, but otherwise this is normal. Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17198>
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@@ -345,27 +345,31 @@ static void
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agx_emit_load_vary(agx_builder *b, agx_index *dests, nir_intrinsic_instr *instr)
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agx_emit_load_vary(agx_builder *b, agx_index *dests, nir_intrinsic_instr *instr)
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{
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{
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ASSERTED unsigned components = instr->num_components;
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ASSERTED unsigned components = instr->num_components;
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ASSERTED nir_intrinsic_instr *parent = nir_src_as_intrinsic(instr->src[0]);
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nir_intrinsic_instr *bary = nir_src_as_intrinsic(instr->src[0]);
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assert(components >= 1 && components <= 4);
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assert(components >= 1 && components <= 4);
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assert(parent);
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/* TODO: Interpolation modes */
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/* TODO: Interpolation modes */
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assert(parent->intrinsic == nir_intrinsic_load_barycentric_pixel);
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assert(bary != NULL);
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assert(bary->intrinsic == nir_intrinsic_load_barycentric_pixel);
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bool perspective =
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nir_intrinsic_interp_mode(bary) != INTERP_MODE_NOPERSPECTIVE;
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nir_io_semantics sem = nir_intrinsic_io_semantics(instr);
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nir_io_semantics sem = nir_intrinsic_io_semantics(instr);
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nir_src *offset = nir_get_io_offset_src(instr);
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nir_src *offset = nir_get_io_offset_src(instr);
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assert(nir_src_is_const(*offset) && "no indirects");
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assert(nir_src_is_const(*offset) && "no indirects");
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/* For perspective interpolation, we need W */
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/* For perspective interpolation, we need W */
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agx_index J = agx_get_cf(b->shader, true, false, VARYING_SLOT_POS, 3, 1);
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agx_index J = !perspective ? agx_zero() :
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agx_get_cf(b->shader, true, false, VARYING_SLOT_POS, 3, 1);
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agx_index I = agx_get_cf(b->shader, true, true,
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agx_index I = agx_get_cf(b->shader, true, perspective,
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sem.location + nir_src_as_uint(*offset), 0,
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sem.location + nir_src_as_uint(*offset), 0,
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components);
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components);
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agx_index vec = agx_vec_for_intr(b->shader, instr);
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agx_index vec = agx_vec_for_intr(b->shader, instr);
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agx_iter_to(b, vec, I, J, components, true);
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agx_iter_to(b, vec, I, J, components, perspective);
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agx_emit_split(b, dests, vec, components);
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agx_emit_split(b, dests, vec, components);
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}
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}
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