Commit e64091eb authored by Jan Zielinski's avatar Jan Zielinski

swr/rasterizer: Enable ARB_fragment_layer_viewport

Added loading gl_Layer and gl_ViewportIndex variables
to Pixel Shader context.
Reviewed-by: Alok Hota's avatarAlok Hota <alok.hota@intel.com>
parent 6dc4ddc5
Pipeline #59744 passed with stages
in 22 minutes and 22 seconds
......@@ -174,7 +174,7 @@ GL 4.3, GLSL 4.30 -- all DONE: i965/gen8+, nvc0, r600, radeonsi, virgl
GL_ARB_copy_image DONE (i965, nv50, softpipe, llvmpipe, swr)
GL_KHR_debug DONE (all drivers)
GL_ARB_explicit_uniform_location DONE (all drivers that support GLSL)
GL_ARB_fragment_layer_viewport DONE (i965, nv50, llvmpipe, softpipe)
GL_ARB_fragment_layer_viewport DONE (i965, nv50, llvmpipe, softpipe, swr)
GL_ARB_framebuffer_no_attachments DONE (freedreno, i965, softpipe)
GL_ARB_internalformat_query2 DONE (all drivers)
GL_ARB_invalidate_subdata DONE (all drivers)
......
......@@ -29,6 +29,9 @@
#pragma once
#include "tilemgr.h"
#include "state.h"
#include "context.h"
void InitBackendSingleFuncTable(PFN_BACKEND_FUNC (&table)[SWR_INPUT_COVERAGE_COUNT][2][2]);
void InitBackendSampleFuncTable(
......@@ -648,6 +651,7 @@ void SetupPixelShaderContext(SWR_PS_CONTEXT* psContext,
psContext->pPerspAttribs = work.pPerspAttribs;
psContext->frontFace = work.triFlags.frontFacing;
psContext->renderTargetArrayIndex = work.triFlags.renderTargetArrayIndex;
psContext->viewportIndex = work.triFlags.viewportIndex;
// save Ia/Ib/Ic and Ja/Jb/Jc if we need to reevaluate i/j/k in the shader because of pull
// attribs
......
......@@ -387,6 +387,7 @@ struct SWR_PS_CONTEXT
uint32_t frontFace; // IN: front- 1, back- 0
uint32_t sampleIndex; // IN: sampleIndex
uint32_t renderTargetArrayIndex; // IN: render target array index from GS
uint32_t viewportIndex; // IN: viewport index from GS
uint32_t rasterizerSampleCount; // IN: sample count used by the rasterizer
uint8_t* pColorBuffer[SWR_NUM_RENDERTARGETS]; // IN: Pointers to render target hottiles
......
......@@ -1170,8 +1170,23 @@ BuilderSWR::CompileFS(struct swr_context *ctx, swr_jit_fs_key &key)
inputs[attrib][3] =
wrap(LOAD(pPS, {0, SWR_PS_CONTEXT_vOneOverW, PixelPositions_center}, "vOneOverW"));
continue;
} else if (semantic_name == TGSI_SEMANTIC_LAYER) { // gl_Layer
Value *ff = LOAD(pPS, {0, SWR_PS_CONTEXT_renderTargetArrayIndex});
ff = VECTOR_SPLAT(JM()->mVWidth, ff, "vRenderTargetArrayIndex");
inputs[attrib][0] = wrap(ff);
inputs[attrib][1] = wrap(VIMMED1(0.0f));
inputs[attrib][2] = wrap(VIMMED1(0.0f));
inputs[attrib][3] = wrap(VIMMED1(0.0f));
continue;
} else if (semantic_name == TGSI_SEMANTIC_VIEWPORT_INDEX) { // gl_ViewportIndex
Value *ff = LOAD(pPS, {0, SWR_PS_CONTEXT_viewportIndex});
ff = VECTOR_SPLAT(JM()->mVWidth, ff, "vViewportIndex");
inputs[attrib][0] = wrap(ff);
inputs[attrib][1] = wrap(VIMMED1(0.0f));
inputs[attrib][2] = wrap(VIMMED1(0.0f));
inputs[attrib][3] = wrap(VIMMED1(0.0f));
continue;
}
unsigned linkedAttrib =
locate_linkage(semantic_name, semantic_idx, pPrevShader) - 1;
......
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