KILP is really unconditional fragment kill.
We've had KIL and KILP transposed forever. I'll fix that next.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
/**
- * Predicated fragment kill.
- * XXX Actually, we do an unconditional kill (as in tgsi_exec.c).
+ * Unconditional fragment kill.
* The only predication is the execution mask which will apply if
* we're inside a loop or conditional.
*/
}
/**
- * Execute NVIDIA-style KIL which is predicated by a condition code.
- * Kill fragment if the condition code is TRUE.
+ * Unconditional fragment kill/discard.
*/
static void
exec_kilp(struct tgsi_exec_machine *mach,
{
uint kilmask; /* bit 0 = pixel 0, bit 1 = pixel 1, etc */
- /* "unconditional" kil */
+ /* kill fragment for all fragments currently executing */
kilmask = mach->ExecMask;
mach->Temps[TEMP_KILMASK_I].xyzw[TEMP_KILMASK_C].u[0] |= kilmask;
}
dst.w = partialy(src.w)
-.. opcode:: KILP - Predicated Discard
-
- Not really predicated, just unconditional discard
-
-
.. opcode:: PK2H - Pack Two 16-bit Floats
TBD
endif
+.. opcode:: KILP - Discard
+
+ Unconditional discard. Allowed in fragment shaders only.
+
+
.. opcode:: SCS - Sine Cosine
.. math::
this->result.negate = ~this->result.negate;
emit(ir, TGSI_OPCODE_KIL, undef_dst, this->result);
} else {
+ /* unconditional kil */
emit(ir, TGSI_OPCODE_KILP);
}
}