diff options
author | Kenneth Graunke <[email protected]> | 2015-11-15 04:37:50 -0800 |
---|---|---|
committer | Kenneth Graunke <[email protected]> | 2017-01-06 15:55:37 -0800 |
commit | 8b5749f65ac434961308ccb579fb8a816e4f29d5 (patch) | |
tree | 0142e966f4bef51c9e5fdf065fcbdc7a0fc09a1e /src/compiler | |
parent | 6aa5cb34d03765b7be8611aa516bc201bd337f73 (diff) |
glsl: Override the # of varying slots for ClipDistance and TessLevel*.
Right now, this shouldn't have any effect, as all drivers use
LowerClipDist and LowerTessFactors to turn the float[] arrays into
vectors.
However, it should help make it possible for drivers to avoid that
lowering.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Diffstat (limited to 'src/compiler')
-rw-r--r-- | src/compiler/glsl/ir.cpp | 18 |
1 files changed, 18 insertions, 0 deletions
diff --git a/src/compiler/glsl/ir.cpp b/src/compiler/glsl/ir.cpp index a77b9a9d857..69f1f1a7e5d 100644 --- a/src/compiler/glsl/ir.cpp +++ b/src/compiler/glsl/ir.cpp @@ -1621,6 +1621,24 @@ ir_variable::get_extension_warning() const unsigned ir_variable::count_attribute_slots(bool is_vertex_stage) const { + /* GLSL contains several built-in arrays that control fixed-function + * hardware, and are somewhat special. Clip distances and tessellation + * factors are exposed as float[] arrays, but typically are packed + * tightly. We want to expose these as taking a single varying slot + * and let drivers handle laying them out appropriately. + * + * Skip this override if the arrays were lowered to vectors. + */ + if (type->without_array()->is_scalar() && + (data.mode == ir_var_shader_in || data.mode == ir_var_shader_out) && + (data.location == VARYING_SLOT_CLIP_DIST0 || + data.location == VARYING_SLOT_CULL_DIST0 || + data.location == VARYING_SLOT_TESS_LEVEL_OUTER || + data.location == VARYING_SLOT_TESS_LEVEL_INNER)) { + return type->length / 4; + } + + /* For normal variables, simply consult the type. */ bool is_vs_input = is_vertex_stage && this->data.mode == ir_var_shader_in; return this->type->count_attribute_slots(is_vs_input); } |