case nir_intrinsic_load_ubo:
emit_intrinsic_load_ubo(ctx, intr, dst);
break;
+ case nir_intrinsic_load_barycentric_centroid:
+ case nir_intrinsic_load_barycentric_pixel:
+ ir3_split_dest(b, dst, ctx->frag_vcoord, 0, 2);
+ break;
+ case nir_intrinsic_load_interpolated_input:
+ idx = nir_intrinsic_base(intr);
+ comp = nir_intrinsic_component(intr);
+ src = ir3_get_src(ctx, &intr->src[0]);
+ const_offset = nir_src_as_const_value(intr->src[1]);
+ if (const_offset) {
+ struct ir3_instruction *coord = ir3_create_collect(ctx, src, 2);
+ idx += const_offset->u32[0];
+ for (int i = 0; i < intr->num_components; i++) {
+ unsigned inloc = idx * 4 + i + comp;
+ if (ctx->so->inputs[idx * 4].bary) {
+ dst[i] = ir3_BARY_F(b, create_immed(b, inloc), 0, coord, 0);
+ } else {
+ /* for non-varyings use the pre-setup input, since
+ * that is easier than mapping things back to a
+ * nir_variable to figure out what it is.
+ */
+ dst[i] = ctx->ir->inputs[inloc];
+ }
+ }
+ } else {
+ ir3_context_error(ctx, "unhandled");
+ }
+ break;
case nir_intrinsic_load_input:
idx = nir_intrinsic_base(intr);
comp = nir_intrinsic_component(intr);
for (int i = 0; i < intr->num_components; i++) {
unsigned n = idx * 4 + i + comp;
dst[i] = ctx->ir->inputs[n];
+ compile_assert(ctx, ctx->ir->inputs[n]);
}
} else {
src = ir3_get_src(ctx, &intr->src[0]);
.vertex_id_zero_based = true,
.lower_extract_byte = true,
.lower_extract_word = true,
- .lower_all_io_to_temps = true,
+ .lower_all_io_to_elements = true,
.lower_helper_invocation = true,
.lower_bitfield_insert_to_shifts = true,
.lower_bitfield_extract_to_shifts = true,
.lower_bfm = true,
+ .use_interpolated_input_intrinsics = true,
};
/* we don't want to lower vertex_id to _zero_based on newer gpus: */
.vertex_id_zero_based = false,
.lower_extract_byte = true,
.lower_extract_word = true,
- .lower_all_io_to_temps = true,
+ .lower_all_io_to_elements = true,
.lower_helper_invocation = true,
.lower_bitfield_insert_to_shifts = true,
.lower_bitfield_extract_to_shifts = true,
.lower_bfm = true,
+ .use_interpolated_input_intrinsics = true,
};
const nir_shader_compiler_options *