mesa/src/compiler/nir/nir_lower_sample_shading.c
Emma Anholt 062a35b554 nir/lower_sample_shading: Set the sample qualifier on in vars.
This is another step in setting things up, that zink would like to have.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36496>
2025-08-03 20:27:39 +00:00

54 lines
2 KiB
C

/*
* Copyright © 2025 Igalia SL
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "compiler/nir/nir.h"
#include "compiler/nir/nir_builder.h"
static bool
force_persample_shading(struct nir_builder *b, nir_intrinsic_instr *intr,
void *data)
{
if (intr->intrinsic == nir_intrinsic_load_barycentric_pixel ||
intr->intrinsic == nir_intrinsic_load_barycentric_centroid) {
intr->intrinsic = nir_intrinsic_load_barycentric_sample;
return true;
}
return false;
}
/** Lowering to set up interpolation for sample shading. */
bool
nir_lower_sample_shading(nir_shader *nir)
{
assert(nir->info.stage == MESA_SHADER_FRAGMENT);
assert(nir->info.fs.uses_sample_shading);
nir_foreach_shader_in_variable(var, nir) {
nir->info.fs.uses_sample_qualifier = true;
var->data.sample = true;
}
return nir_shader_intrinsics_pass(nir, force_persample_shading,
nir_metadata_all, NULL);
}