On 11.09.2017 16:47, Ilia Mirkin wrote:
On Mon, Sep 11, 2017 at 10:44 AM, Nicolai Hähnle <[email protected]> wrote:
From: Nicolai Hähnle <[email protected]>

It breaks integer inputs and outputs on vertex processing stages
(e.g. geometry stages). Instead, rely on the driver to choose
smooth interpolation by default.
---

How about this instead? I haven't fully thought it through, but
that's where the INTERP_MODE_SMOOTH is coming from.

To be honest I'm not 100% sure about what INTERP_MODE_NONE can
mean, but I think it's definitely better than removing the (very
valid!) assertion in the packing code.

I couldn't understand what that assertion was asserting, esp in the
presence of struct in/out variables.

structs can't have per-member interpolation qualifiers. So a struct that contains integer values must have FLAT or NONE interpolation as a whole.

That clashes pretty hard with that ES rule, though ("When no interpolation qualifier is present, smooth interpolation is used.").

On second thought, that assertion is actually irrelevant for varying packing itself, but it's still pretty disturbing that it's broken by this particular shader.

Cheers,
Nicolai




---
  src/compiler/glsl/ast_to_hir.cpp | 11 -----------
  1 file changed, 11 deletions(-)

diff --git a/src/compiler/glsl/ast_to_hir.cpp b/src/compiler/glsl/ast_to_hir.cpp
index 98d2f94e129..cb42041642d 100644
--- a/src/compiler/glsl/ast_to_hir.cpp
+++ b/src/compiler/glsl/ast_to_hir.cpp
@@ -3119,31 +3119,20 @@ interpret_interpolation_qualifier(const struct 
ast_type_qualifier *qual,
                                    struct _mesa_glsl_parse_state *state,
                                    YYLTYPE *loc)
  {
     glsl_interp_mode interpolation;
     if (qual->flags.q.flat)
        interpolation = INTERP_MODE_FLAT;
     else if (qual->flags.q.noperspective)
        interpolation = INTERP_MODE_NOPERSPECTIVE;
     else if (qual->flags.q.smooth)
        interpolation = INTERP_MODE_SMOOTH;
-   else if (state->es_shader &&
-            ((mode == ir_var_shader_in &&
-              state->stage != MESA_SHADER_VERTEX) ||
-             (mode == ir_var_shader_out &&
-              state->stage != MESA_SHADER_FRAGMENT)))
-      /* Section 4.3.9 (Interpolation) of the GLSL ES 3.00 spec says:
-       *
-       *    "When no interpolation qualifier is present, smooth interpolation
-       *    is used."
-       */
-      interpolation = INTERP_MODE_SMOOTH;
     else
        interpolation = INTERP_MODE_NONE;

     validate_interpolation_qualifier(state, loc,
                                      interpolation,
                                      qual, var_type, mode);

     return interpolation;
  }

--
2.11.0

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--
Lerne, wie die Welt wirklich ist,
Aber vergiss niemals, wie sie sein sollte.
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