Commit 78d2e664 by Chris Forbes

Do initial integration of spirv code generation with FS

Very incomplete, but let's at least call the right things Bug: b/124177079 Change-Id: I0592460f4be3327bdb8290a16739c5c7dfca19be Reviewed-on: https://swiftshader-review.googlesource.com/c/24589Reviewed-by: 's avatarNicolas Capens <nicolascapens@google.com> Reviewed-by: 's avatarBen Clayton <bclayton@google.com> Tested-by: 's avatarChris Forbes <chrisforbes@google.com> Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>
parent e757926d
...@@ -41,7 +41,7 @@ namespace sw ...@@ -41,7 +41,7 @@ namespace sw
} }
} }
// TODO: Emit code for the actual shader here. spirvShader->emit(&routine);
for(int i = 0; i < RENDERTARGETS; i++) for(int i = 0; i < RENDERTARGETS; i++)
{ {
......
...@@ -42,6 +42,8 @@ namespace sw ...@@ -42,6 +42,8 @@ namespace sw
v[i].w = Float4(0.0f); v[i].w = Float4(0.0f);
} }
} }
spirvShader->emitEarly(&routine);
} }
PixelRoutine::~PixelRoutine() PixelRoutine::~PixelRoutine()
......
...@@ -35,6 +35,7 @@ namespace sw ...@@ -35,6 +35,7 @@ namespace sw
Float4 rhw; // Reciprocal w Float4 rhw; // Reciprocal w
RegisterArray<MAX_FRAGMENT_INPUTS> v; // Varying registers RegisterArray<MAX_FRAGMENT_INPUTS> v; // Varying registers
SpirvRoutine routine;
// Depth output // Depth output
Float4 oDepth; Float4 oDepth;
......
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