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authorKenneth Graunke <[email protected]>2016-11-24 01:50:10 -0800
committerKenneth Graunke <[email protected]>2017-01-06 15:55:48 -0800
commite6ae19944d977dc91bc45adff679337182c20683 (patch)
tree554723310c16a8d291e32cd3d29e72e80d16ff0c /.dir-locals.el
parent31d9de58abbe25229956355b622b9699dffd2f7f (diff)
i965: Rework gl_TessLevel*[] handling to use NIR compact arrays.
Treating everything as scalar arrays allows us to drop a bunch of special case input/output munging all throughout the backend. Instead, we just need to remap the TessLevel components to the appropriate patch URB header locations in remap_patch_urb_offsets(). We also switch to treating the TES input versions of these as ordinary shader inputs rather than system values, as remap_patch_urb_offsets() just makes everything work out without special handling. This regresses one Piglit test: arb_tessellation_shader-large-uniforms/GL_TESS_CONTROL_SHADER-array-at-limit The compiler starts promoting the constant arrays assigned to gl_TessLevel* to uniform arrays. Since the shader also has a uniform array that uses the maximum number of uniform components, this puts it over the uniform component limit enforced by the linker. This is arguably a bug in the constant array promotion code (it should avoid pushing us over limits), but is unlikely to penalize any real application. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
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