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brw: handle layer_id only through system value
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/39259>
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2 changed files with 4 additions and 5 deletions
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@ -62,6 +62,7 @@ const struct nir_shader_compiler_options brw_scalar_nir_options = {
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.lower_insert_byte = true,
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.lower_insert_word = true,
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.lower_isign = true,
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.lower_layer_fs_input_to_sysval = true,
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.lower_ldexp = true,
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.lower_pack_half_2x16 = true,
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.lower_pack_snorm_2x16 = true,
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@ -3981,16 +3981,14 @@ brw_from_nir_emit_fs_intrinsic(nir_to_brw_state &ntb,
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*/
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assert(instr->def.bit_size == 32);
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unsigned base = nir_intrinsic_base(instr);
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/* Handled with load_layer_id */
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assert(base != VARYING_SLOT_LAYER);
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unsigned comp = nir_intrinsic_component(instr);
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unsigned num_components = instr->num_components;
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/* TODO(mesh): Multiview. Verify and handle these special cases for Mesh. */
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if (base == VARYING_SLOT_LAYER) {
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dest.type = BRW_TYPE_UD;
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bld.MOV(dest, fetch_render_target_array_index(bld));
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break;
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} else if (base == VARYING_SLOT_VIEWPORT) {
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if (base == VARYING_SLOT_VIEWPORT) {
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dest.type = BRW_TYPE_UD;
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bld.MOV(dest, fetch_viewport_index(bld));
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break;
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