freedreno/ir3: rename s/frag_pos/frag_vcoord/g

Make it more clear that this is varying fetch related.  Also fixup some
comments.  Just cleanup for next patches.

Signed-off-by: Rob Clark <robdclark@gmail.com>
This commit is contained in:
Rob Clark 2018-08-10 09:50:14 -04:00
parent 4a7f9feada
commit 62da068fd3
2 changed files with 22 additions and 17 deletions

View file

@ -56,17 +56,22 @@ struct ir3_context {
nir_function_impl *impl;
/* For fragment shaders, from the hw perspective the only
* actual input is r0.xy position register passed to bary.f.
* But TGSI doesn't know that, it still declares things as
* IN[] registers. So we do all the input tracking normally
* and fix things up after compile_instructions()
/* For fragment shaders, varyings are not actual shader inputs,
* instead the hw passes a varying-coord which is used with
* bary.f.
*
* NOTE that frag_pos is the hardware position (possibly it
* But NIR doesn't know that, it still declares varyings as
* inputs. So we do all the input tracking normally and fix
* things up after compile_instructions()
*
* NOTE that frag_vcoord is the hardware position (possibly it
* is actually an index or tag or some such.. it is *not*
* values that can be directly used for gl_FragCoord..)
*/
struct ir3_instruction *frag_pos, *frag_face, *frag_coord[4];
struct ir3_instruction *frag_vcoord;
/* for fragment shaders, for gl_FrontFacing and gl_FragCoord: */
struct ir3_instruction *frag_face, *frag_coord[4];
/* For vertex shaders, keep track of the system values sources */
struct ir3_instruction *vertex_id, *basevertex, *instance_id;
@ -768,7 +773,7 @@ create_frag_input(struct ir3_context *ctx, bool use_ldlv)
instr->cat6.type = TYPE_U32;
instr->cat6.iim_val = 1;
} else {
instr = ir3_BARY_F(block, inloc, 0, ctx->frag_pos, 0);
instr = ir3_BARY_F(block, inloc, 0, ctx->frag_vcoord, 0);
instr->regs[2]->wrmask = 0x3;
}
@ -3438,7 +3443,7 @@ emit_instructions(struct ir3_context *ctx)
ir3_reg_create(instr, 0, 0);
ir3_reg_create(instr, 0, IR3_REG_SSA); /* r0.x */
ir3_reg_create(instr, 0, IR3_REG_SSA); /* r0.y */
ctx->frag_pos = instr;
ctx->frag_vcoord = instr;
}
/* Setup inputs: */
@ -3467,7 +3472,7 @@ emit_instructions(struct ir3_context *ctx)
/* from NIR perspective, we actually have inputs. But most of the "inputs"
* for a fragment shader are just bary.f instructions. The *actual* inputs
* from the hw perspective are the frag_pos and optionally frag_coord and
* from the hw perspective are the frag_vcoord and optionally frag_coord and
* frag_face.
*/
static void
@ -3481,7 +3486,7 @@ fixup_frag_inputs(struct ir3_context *ctx)
ir->ninputs = 0;
n = 4; /* always have frag_pos */
n = 4; /* always have frag_vcoord */
n += COND(so->frag_face, 4);
n += COND(so->frag_coord, 4);
@ -3489,7 +3494,7 @@ fixup_frag_inputs(struct ir3_context *ctx)
if (so->frag_face) {
/* this ultimately gets assigned to hr0.x so doesn't conflict
* with frag_coord/frag_pos..
* with frag_coord/frag_vcoord..
*/
inputs[ir->ninputs++] = ctx->frag_face;
ctx->frag_face->regs[0]->num = 0;
@ -3504,7 +3509,7 @@ fixup_frag_inputs(struct ir3_context *ctx)
/* since we don't know where to set the regid for frag_coord,
* we have to use r0.x for it. But we don't want to *always*
* use r1.x for frag_pos as that could increase the register
* use r1.x for frag_vcoord as that could increase the register
* footprint on simple shaders:
*/
if (so->frag_coord) {
@ -3519,20 +3524,20 @@ fixup_frag_inputs(struct ir3_context *ctx)
inputs[ir->ninputs++] = ctx->frag_coord[3];
}
/* we always have frag_pos: */
/* we always have frag_vcoord: */
so->pos_regid = regid;
/* r0.x */
instr = create_input(ctx->in_block, ir->ninputs);
instr->regs[0]->num = regid++;
inputs[ir->ninputs++] = instr;
ctx->frag_pos->regs[1]->instr = instr;
ctx->frag_vcoord->regs[1]->instr = instr;
/* r0.y */
instr = create_input(ctx->in_block, ir->ninputs);
instr->regs[0]->num = regid++;
inputs[ir->ninputs++] = instr;
ctx->frag_pos->regs[2]->instr = instr;
ctx->frag_vcoord->regs[2]->instr = instr;
ir->inputs = inputs;
}

View file

@ -251,7 +251,7 @@ struct ir3_shader_variant {
* + From the vert shader, we only need the output regid
*/
/* for frag shader, pos_regid holds the frag_pos, ie. what is passed
/* for frag shader, pos_regid holds the frag_vcoord, ie. what is passed
* to bary.f instructions
*/
uint8_t pos_regid;