コード例 #1
0
static void
vs_lower_opcode_tgsi_sv(struct vs_compile_context *vcc,
                        struct toy_dst dst, int dim, int idx)
{
   struct toy_compiler *tc = &vcc->tc;
   const struct toy_tgsi *tgsi = &vcc->tgsi;
   int slot;

   assert(!dim);

   slot = toy_tgsi_find_system_value(tgsi, idx);
   if (slot < 0)
      return;

   switch (tgsi->system_values[slot].semantic_name) {
   case TGSI_SEMANTIC_INSTANCEID:
   case TGSI_SEMANTIC_VERTEXID:
      /*
       * In 3DSTATE_VERTEX_ELEMENTS, we prepend an extra vertex element for
       * the generated IDs, with VID in the X channel and IID in the Y
       * channel.
       */
      {
         const int grf = vcc->first_vue_grf;
         const struct toy_src src = tsrc(TOY_FILE_GRF, grf, 0);
         const enum toy_swizzle swizzle =
            (tgsi->system_values[slot].semantic_name ==
             TGSI_SEMANTIC_INSTANCEID) ? TOY_SWIZZLE_Y : TOY_SWIZZLE_X;

         tc_MOV(tc, tdst_d(dst), tsrc_d(tsrc_swizzle1(src, swizzle)));
      }
      break;
   case TGSI_SEMANTIC_PRIMID:
   default:
      tc_fail(tc, "unhandled system value");
      tc_MOV(tc, dst, tsrc_imm_d(0));
      break;
   }
}
コード例 #2
0
ファイル: ilo_shader_fs.c プロジェクト: mthuurne/mesa
static void
fs_lower_opcode_tgsi_sv(struct fs_compile_context *fcc,
                        struct toy_dst dst, int dim, int idx)
{
   struct toy_compiler *tc = &fcc->tc;
   const struct toy_tgsi *tgsi = &fcc->tgsi;
   int slot;

   assert(!dim);

   slot = toy_tgsi_find_system_value(tgsi, idx);
   if (slot < 0)
      return;

   switch (tgsi->system_values[slot].semantic_name) {
   case TGSI_SEMANTIC_PRIMID:
   case TGSI_SEMANTIC_INSTANCEID:
   case TGSI_SEMANTIC_VERTEXID:
   default:
      tc_fail(tc, "unhandled system value");
      tc_MOV(tc, dst, tsrc_imm_d(0));
      break;
   }
}