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authorAlyssa Rosenzweig <alyssa@rosenzweig.io>2019-04-03 01:45:44 +0000
committerAlyssa Rosenzweig <alyssa@rosenzweig.io>2019-04-04 03:44:09 +0000
commita83862754e94ea11602ac8c43b940b26775b9c4d (patch)
treec3f73b2dd263435fabe396ad1360318af9198b13
parentb85ca86c1eb2cd095351196cd3a3eb7c1ff4184a (diff)
nir: Add "viewport vector" system values
While a partial set of viewport system values exist, these are scalar values, which is a poor fit for viewport transformations on vector ISAs like Midgard (where the vec3 values for scale and offset each need to be coherent in a vec4 uniform slot to take advantage of vectorized transform math). This patch adds vec3 scale/offset fields corresponding to the 3D Gallium viewport / glViewport+depth Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io> Reviewed-by: Eric Anholt <eric@anholt.net>
-rw-r--r--src/compiler/nir/nir_intrinsics.py5
1 files changed, 5 insertions, 0 deletions
diff --git a/src/compiler/nir/nir_intrinsics.py b/src/compiler/nir/nir_intrinsics.py
index fd06393d308..9b307b34c75 100644
--- a/src/compiler/nir/nir_intrinsics.py
+++ b/src/compiler/nir/nir_intrinsics.py
@@ -547,10 +547,15 @@ system_value("work_dim", 1)
# VC4 and V3D need to emit a scaled version of the position in the vertex
# shaders for binning, and having system values lets us move the math for that
# into NIR.
+#
+# Panfrost needs to implement all coordinate transformation in the
+# vertex shader; system values allow us to share this routine in NIR.
system_value("viewport_x_scale", 1)
system_value("viewport_y_scale", 1)
system_value("viewport_z_scale", 1)
system_value("viewport_z_offset", 1)
+system_value("viewport_scale", 3)
+system_value("viewport_offset", 3)
# Blend constant color values. Float values are clamped.#
system_value("blend_const_color_r_float", 1)