nir: add load_point_coord_maybe_flipped intrinsics for point smoothing
gl_PointCoord can be flipped upside down via a state. To avoid this adding new load_point_coord_maybe_flipped intrinsics. Reviewed-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15117>
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@ -1520,3 +1520,10 @@ system_value("leaf_procedural_intel", 1, bit_sizes=[1])
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# 3: Intersection
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system_value("btd_shader_type_intel", 1)
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system_value("ray_query_global_intel", 1, bit_sizes=[64])
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# In order to deal with flipped render targets, gl_PointCoord may be flipped
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# in the shader requiring a shader key or extra instructions or it may be
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# flipped in hardware based on a state bit. This version of gl_PointCoord
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# is defined to be whatever thing the hardware can easily give you, so long as
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# it's in normalized coordinates in the range [0, 1] across the point.
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intrinsic("load_point_coord_maybe_flipped", dest_comp=2, bit_sizes=[32])
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