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authorEric Anholt <eric@anholt.net>2019-02-05 10:22:30 -0800
committerEric Anholt <eric@anholt.net>2019-02-05 12:12:33 -0800
commitaaef12702f3b3a9e0464468948b1cbfaf4a66cd2 (patch)
tree9c4762e7e55b4108a7d4b25764952df89329f15a /src/gallium/drivers/v3d/v3d_program.c
parent8943eb8f03fe67710ce65fc0a54024751ff2b5bd (diff)
nir: Move V3D's "the shader was TGSI, ignore FS output types" flag to NIR.
Ken's rework of mesa/st builtins to NIR means that we'll have more NIR shaders with color output types that are mismatched with the render target types. Since this is behavior that GLSL doesn't require, add it as a shader_info option so the driver can know that it needs to ignore the FS output's base type in favor of the actual render target's. This prevents needing additional variants in several mesa/st paths (clear, pbo upload, pbo download), given that the driver already has to handle the variants for any TGSI being passed to it (from u_blitter, for example). Reviewed-by: Rob Clark <robdclark@gmail.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Diffstat (limited to 'src/gallium/drivers/v3d/v3d_program.c')
-rw-r--r--src/gallium/drivers/v3d/v3d_program.c5
1 files changed, 2 insertions, 3 deletions
diff --git a/src/gallium/drivers/v3d/v3d_program.c b/src/gallium/drivers/v3d/v3d_program.c
index 567af2ead44..bebcf196ee8 100644
--- a/src/gallium/drivers/v3d/v3d_program.c
+++ b/src/gallium/drivers/v3d/v3d_program.c
@@ -277,8 +277,6 @@ v3d_shader_state_create(struct pipe_context *pctx,
fprintf(stderr, "\n");
}
s = tgsi_to_nir(cso->tokens, &v3d_nir_options);
-
- so->was_tgsi = true;
}
nir_variable_mode lower_mode = nir_var_all & ~nir_var_uniform;
@@ -488,6 +486,7 @@ v3d_update_compiled_fs(struct v3d_context *v3d, uint8_t prim_mode)
struct v3d_job *job = v3d->job;
struct v3d_fs_key local_key;
struct v3d_fs_key *key = &local_key;
+ nir_shader *s = v3d->prog.bind_fs->base.ir.nir;
if (!(v3d->dirty & (VC5_DIRTY_PRIM_MODE |
VC5_DIRTY_BLEND |
@@ -546,7 +545,7 @@ v3d_update_compiled_fs(struct v3d_context *v3d, uint8_t prim_mode)
key->f32_color_rb |= 1 << i;
}
- if (v3d->prog.bind_fs->was_tgsi) {
+ if (s->info.fs.untyped_color_outputs) {
if (util_format_is_pure_uint(cbuf->format))
key->uint_color_rb |= 1 << i;
else if (util_format_is_pure_sint(cbuf->format))