st/glsl_to_tgsi: explicit handling of writemask for depth/stencil export

Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Reviewed-by: Dave Airlie <airlied@redhat.com>
This commit is contained in:
Nicolai Hähnle 2016-10-07 17:33:07 +02:00
parent 14aaaa1b4b
commit 957d541089
1 changed files with 17 additions and 8 deletions

View File

@ -2868,19 +2868,28 @@ glsl_to_tgsi_visitor::visit(ir_assignment *ir)
} else
l.writemask = WRITEMASK_XYZW;
}
} else if (ir->lhs->type->is_scalar() &&
!ir->lhs->type->is_64bit() &&
ir->lhs->variable_referenced()->data.mode == ir_var_shader_out) {
/* FINISHME: This hack makes writing to gl_FragDepth, which lives in the
* FINISHME: W component of fragment shader output zero, work correctly.
*/
l.writemask = WRITEMASK_XYZW;
} else {
int swizzles[4];
int first_enabled_chan = 0;
int rhs_chan = 0;
ir_variable *variable = ir->lhs->variable_referenced();
l.writemask = ir->write_mask;
if (shader->Stage == MESA_SHADER_FRAGMENT &&
variable->data.mode == ir_var_shader_out &&
(variable->data.location == FRAG_RESULT_DEPTH ||
variable->data.location == FRAG_RESULT_STENCIL)) {
assert(ir->lhs->type->is_scalar());
assert(ir->write_mask == WRITEMASK_X);
if (variable->data.location == FRAG_RESULT_DEPTH)
l.writemask = WRITEMASK_Z;
else {
assert(variable->data.location == FRAG_RESULT_STENCIL);
l.writemask = WRITEMASK_Y;
}
} else {
l.writemask = ir->write_mask;
}
for (int i = 0; i < 4; i++) {
if (l.writemask & (1 << i)) {