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author | Alyssa Rosenzweig <alyssa@rosenzweig.io> | 2019-04-03 01:45:44 +0000 |
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committer | Alyssa Rosenzweig <alyssa@rosenzweig.io> | 2019-04-04 03:44:09 +0000 |
commit | a83862754e94ea11602ac8c43b940b26775b9c4d (patch) | |
tree | c3f73b2dd263435fabe396ad1360318af9198b13 | |
parent | b85ca86c1eb2cd095351196cd3a3eb7c1ff4184a (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.py | 5 |
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) |