shaders: handle early fragment tests

As part of shader image support we need to support this property.

Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
macos/master
Dave Airlie 7 years ago
parent 4472641b3d
commit 1fe8defa61
  1. 12
      src/vrend_shader.c

@ -201,6 +201,7 @@ struct dump_ctx {
bool vs_has_pervertex;
bool write_mul_temp;
bool has_sample_input;
bool early_depth_stencil;
int tcs_vertices_out;
int tes_prim_mode;
@ -1295,6 +1296,13 @@ iter_property(struct tgsi_iterate_context *iter,
if (prop->Property.PropertyName == TGSI_PROPERTY_TES_POINT_MODE) {
ctx->tes_point_mode = prop->u[0].Data;
}
if (prop->Property.PropertyName == TGSI_PROPERTY_FS_EARLY_DEPTH_STENCIL) {
ctx->early_depth_stencil = prop->u[0].Data > 0;
if (ctx->early_depth_stencil)
ctx->shader_req_bits |= SHADER_REQ_IMAGE_LOAD_STORE;
}
return TRUE;
}
@ -4137,6 +4145,10 @@ static char *emit_ios(struct dump_ctx *ctx, char *glsl_hdr)
ctx->fs_pixel_center ? "pixel_center_integer" : "");
STRCAT_WITH_RET(glsl_hdr, buf);
}
if (ctx->early_depth_stencil) {
snprintf(buf, 255, "layout(early_fragment_tests) in;\n");
STRCAT_WITH_RET(glsl_hdr, buf);
}
}
if (ctx->prog_type == TGSI_PROCESSOR_GEOMETRY) {
char invocbuf[25];

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