freedreno/ir3: handle FRAG IN's without interpolation specified

Fallback to picking based on semantic name.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
This commit is contained in:
Rob Clark 2015-04-01 12:31:46 -04:00
parent f513f006ce
commit 6cd9c94ce4
1 changed files with 15 additions and 7 deletions

View File

@ -3107,15 +3107,23 @@ decl_in(struct ir3_compile_context *ctx, struct tgsi_full_declaration *decl)
} else {
bool use_ldlv = false;
/* I don't believe it is valid to not have Interp
* on a normal frag shader input, and various parts
* that that handle flat/smooth shading make this
* assumption as well.
/* if no interpolation given, pick based on
* semantic:
*/
compile_assert(ctx, decl->Declaration.Interpolate);
if (!decl->Declaration.Interpolate) {
switch (decl->Semantic.Name) {
case TGSI_SEMANTIC_COLOR:
so->inputs[n].interpolate =
TGSI_INTERPOLATE_COLOR;
break;
default:
so->inputs[n].interpolate =
TGSI_INTERPOLATE_LINEAR;
}
}
if (ctx->flat_bypass) {
switch (decl->Interp.Interpolate) {
switch (so->inputs[n].interpolate) {
case TGSI_INTERPOLATE_COLOR:
if (!ctx->so->key.rasterflat)
break;
@ -3162,7 +3170,7 @@ decl_sv(struct ir3_compile_context *ctx, struct tgsi_full_declaration *decl)
so->inputs[n].compmask = 1;
so->inputs[n].regid = r;
so->inputs[n].inloc = ctx->next_inloc;
so->inputs[n].interpolate = false;
so->inputs[n].interpolate = TGSI_INTERPOLATE_CONSTANT;
struct ir3_instruction *instr = NULL;