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intel/fs: Move more prog_data setup into populate_wm_prog_data
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5596>
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2 changed files with 20 additions and 20 deletions
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@ -7220,24 +7220,6 @@ fs_visitor::setup_fs_payload_gen6()
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assert(dispatch_width % payload_width == 0);
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assert(devinfo->gen >= 6);
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prog_data->uses_src_depth = prog_data->uses_src_w =
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(nir->info.system_values_read & (1ull << SYSTEM_VALUE_FRAG_COORD)) != 0;
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prog_data->uses_sample_mask =
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(nir->info.system_values_read & SYSTEM_BIT_SAMPLE_MASK_IN) != 0;
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/* From the Ivy Bridge PRM documentation for 3DSTATE_PS:
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*
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* "MSDISPMODE_PERSAMPLE is required in order to select
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* POSOFFSET_SAMPLE"
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*
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* So we can only really get sample positions if we are doing real
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* per-sample dispatch. If we need gl_SamplePosition and we don't have
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* persample dispatch, we hard-code it to 0.5.
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*/
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prog_data->uses_pos_offset = prog_data->persample_dispatch &&
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(nir->info.system_values_read & SYSTEM_BIT_SAMPLE_POS);
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/* R0: PS thread payload header. */
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payload.num_regs++;
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@ -8515,6 +8497,9 @@ brw_nir_populate_wm_prog_data(const nir_shader *shader,
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const struct brw_wm_prog_key *key,
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struct brw_wm_prog_data *prog_data)
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{
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prog_data->uses_src_depth = prog_data->uses_src_w =
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shader->info.system_values_read & BITFIELD64_BIT(SYSTEM_VALUE_FRAG_COORD);
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/* key->alpha_test_func means simulating alpha testing via discards,
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* so the shader definitely kills pixels.
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*/
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@ -8534,6 +8519,23 @@ brw_nir_populate_wm_prog_data(const nir_shader *shader,
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shader->info.fs.uses_sample_qualifier ||
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shader->info.outputs_read);
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if (devinfo->gen >= 6) {
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prog_data->uses_sample_mask =
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shader->info.system_values_read & SYSTEM_BIT_SAMPLE_MASK_IN;
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/* From the Ivy Bridge PRM documentation for 3DSTATE_PS:
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*
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* "MSDISPMODE_PERSAMPLE is required in order to select
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* POSOFFSET_SAMPLE"
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*
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* So we can only really get sample positions if we are doing real
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* per-sample dispatch. If we need gl_SamplePosition and we don't have
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* persample dispatch, we hard-code it to 0.5.
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*/
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prog_data->uses_pos_offset = prog_data->persample_dispatch &&
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(shader->info.system_values_read & SYSTEM_BIT_SAMPLE_POS);
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}
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prog_data->has_render_target_reads = shader->info.outputs_read != 0ull;
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prog_data->early_fragment_tests = shader->info.fs.early_fragment_tests;
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@ -144,8 +144,6 @@ void fs_visitor::setup_fs_payload_gen4()
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payload.subspan_coord_reg[0] = reg++;
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prog_data->uses_src_depth =
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(nir->info.system_values_read & (1ull << SYSTEM_VALUE_FRAG_COORD)) != 0;
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if (wm_iz_table[lookup].sd_present || prog_data->uses_src_depth ||
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kill_stats_promoted_workaround) {
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payload.source_depth_reg[0] = reg;
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