diff options
author | Kenneth Graunke <[email protected]> | 2015-09-30 17:17:35 -0700 |
---|---|---|
committer | Kenneth Graunke <[email protected]> | 2015-11-13 15:15:10 -0800 |
commit | 0df452cd0d9da031d2ef29853d39112fdf8e1d46 (patch) | |
tree | aea8152df0cddacab506704f1b823050bab27019 | |
parent | 1cb49eedb52c387caf6a0035e5baad29bb55e3ff (diff) |
nir/lower_io: Use load_per_vertex_input intrinsics for TCS and TES.
Tessellation control shader inputs are an array indexed by the vertex
number, like geometry shader inputs. There aren't per-patch TCS inputs.
Tessellation evaluation shaders have both per-vertex and per-patch
inputs. Per-vertex inputs get the new intrinsics; per-patch inputs
continue to use the ordinary load_input intrinsics, as they already
work like we want them to.
v2: Change stage_uses_per_vertex_inputs into is_per_vertex_input(),
which takes a variable (requested by Jason Ekstrand).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
-rw-r--r-- | src/glsl/nir/nir_lower_io.c | 12 |
1 files changed, 8 insertions, 4 deletions
diff --git a/src/glsl/nir/nir_lower_io.c b/src/glsl/nir/nir_lower_io.c index 688b48f4675..16ba1a10644 100644 --- a/src/glsl/nir/nir_lower_io.c +++ b/src/glsl/nir/nir_lower_io.c @@ -68,10 +68,14 @@ nir_assign_var_locations(struct exec_list *var_list, unsigned *size, * by a vertex number (such as geometry shader inputs). */ static bool -stage_uses_per_vertex_inputs(struct lower_io_state *state) +is_per_vertex_input(struct lower_io_state *state, nir_variable *var) { gl_shader_stage stage = state->builder.shader->stage; - return stage == MESA_SHADER_GEOMETRY; + + return var->data.mode == nir_var_shader_in && !var->data.patch && + (stage == MESA_SHADER_TESS_CTRL || + stage == MESA_SHADER_TESS_EVAL || + stage == MESA_SHADER_GEOMETRY); } static unsigned @@ -184,8 +188,8 @@ nir_lower_io_block(nir_block *block, void *void_state) if (mode != nir_var_shader_in && mode != nir_var_uniform) continue; - bool per_vertex = stage_uses_per_vertex_inputs(state) && - mode == nir_var_shader_in; + bool per_vertex = + is_per_vertex_input(state, intrin->variables[0]->var); nir_ssa_def *indirect; nir_ssa_def *vertex_index; |