diff options
author | Iago Toral Quiroga <[email protected]> | 2019-11-05 12:25:35 +0100 |
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committer | Iago Toral Quiroga <[email protected]> | 2019-12-16 08:42:37 +0100 |
commit | 7cee56b1dfde82ae81850fbedc4afc778d911edd (patch) | |
tree | e5ff90988d2338494ee1d6eb0aff3d3519f91785 | |
parent | a1b7c0844ddcbdc5ab773cbe2f6312f34111bdd9 (diff) |
v3d: disable lowering of indirect inputs
V3D can do indirect inputs so we don't need it. Also, the lowering
produces horrible if-ladder code that is particularly bad for geometry
shaders where inputs are always arrays and shader bodies usually have
a loop indexing into them.
This fixes a couple of geometry shader tests in CTS that would fail to
register allocate otherwise.
There are no changes in shader-db.
Reviewed-by: Alejandro PiƱeiro <[email protected]>
-rw-r--r-- | src/gallium/drivers/v3d/v3d_screen.c | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/src/gallium/drivers/v3d/v3d_screen.c b/src/gallium/drivers/v3d/v3d_screen.c index 935f3207239..a3eef791a42 100644 --- a/src/gallium/drivers/v3d/v3d_screen.c +++ b/src/gallium/drivers/v3d/v3d_screen.c @@ -334,6 +334,7 @@ v3d_screen_get_shader_param(struct pipe_screen *pscreen, unsigned shader, case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED: return 0; case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR: + return 1; case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR: return 0; case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR: |