agx: Lower mediump flat shading

This isn't supported by the hardware. Fixes

dEQP-GLES2.functional.shaders.constants.float_uniform_vertex

Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16268>
This commit is contained in:
Alyssa Rosenzweig 2022-05-01 18:27:56 -04:00
parent 18ef9398de
commit 31fd926334
1 changed files with 28 additions and 1 deletions

View File

@ -283,6 +283,8 @@ agx_emit_load_vary_flat(agx_builder *b, agx_index *dests, nir_intrinsic_instr *i
unsigned imm_index = b->shader->varyings[nir_intrinsic_base(instr)];
imm_index += nir_src_as_uint(*offset);
assert(nir_dest_bit_size(instr->dest) == 32 && "no 16-bit flat shading");
for (unsigned i = 0; i < components; ++i) {
/* vec3 for each vertex, unknown what first 2 channels are for */
agx_index values = agx_ld_vary_flat(b, agx_immediate(imm_index + i), 1);
@ -1632,6 +1634,25 @@ agx_remap_varyings_fs(nir_shader *nir, struct agx_varyings *varyings,
varyings->nr_slots = base;
}
/*
* Build a bit mask of varyings (by location) that are flatshaded. This
* information is needed by lower_mediump_io.
*/
static uint64_t
agx_flat_varying_mask(nir_shader *nir)
{
uint64_t mask = 0;
assert(nir->info.stage == MESA_SHADER_FRAGMENT);
nir_foreach_shader_in_variable(var, nir) {
if (var->data.interpolation == INTERP_MODE_FLAT)
mask |= BITFIELD64_BIT(var->data.location);
}
return mask;
}
void
agx_compile_shader_nir(nir_shader *nir,
struct agx_shader_key *key,
@ -1677,8 +1698,14 @@ agx_compile_shader_nir(nir_shader *nir,
NIR_PASS_V(nir, nir_lower_io, nir_var_shader_in | nir_var_shader_out,
glsl_type_size, 0);
if (ctx->stage == MESA_SHADER_FRAGMENT) {
/* Interpolate varyings at fp16 and write to the tilebuffer at fp16. As an
* exception, interpolate flat shaded at fp32. This works around a
* hardware limitation. The resulting code (with an extra f2f16 at the end
* if needed) matches what Metal produces.
*/
NIR_PASS_V(nir, nir_lower_mediump_io,
nir_var_shader_in | nir_var_shader_out, ~0, false);
nir_var_shader_in | nir_var_shader_out,
~agx_flat_varying_mask(nir), false);
}
NIR_PASS_V(nir, nir_shader_instructions_pass,
agx_lower_aligned_offsets,