diff options
author | Kristian H. Kristensen <[email protected]> | 2020-04-28 14:29:55 -0700 |
---|---|---|
committer | Marge Bot <[email protected]> | 2020-05-01 16:26:31 +0000 |
commit | 73f34e0d4677aaa705e49ba5bcf498d5e6d673d8 (patch) | |
tree | 6326f4aa79351ad39d5c180f4236119f0baa8a03 /src/freedreno/ir3/ir3_nir_lower_tess.c | |
parent | dd8d257a30d94759fdb2891b58ec7552fcca5272 (diff) |
freedreno/ir3: Drop hack to clean up split vars
When the GS lowering was working on store_output intrinsics, we had to
clean up the split vars to avoid getting confused. Now that we shadow
the output vars instead, there's no confusion and we can drop this
hack.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4562>
Diffstat (limited to 'src/freedreno/ir3/ir3_nir_lower_tess.c')
-rw-r--r-- | src/freedreno/ir3/ir3_nir_lower_tess.c | 24 |
1 files changed, 0 insertions, 24 deletions
diff --git a/src/freedreno/ir3/ir3_nir_lower_tess.c b/src/freedreno/ir3/ir3_nir_lower_tess.c index 9c398f82d2c..7a30ef09d97 100644 --- a/src/freedreno/ir3/ir3_nir_lower_tess.c +++ b/src/freedreno/ir3/ir3_nir_lower_tess.c @@ -830,27 +830,6 @@ lower_gs_block(nir_block *block, nir_builder *b, struct state *state) } } -static void -clean_up_split_vars(nir_shader *shader, struct exec_list *list) -{ - uint32_t components[32] = {}; - - nir_foreach_variable (var, list) { - uint32_t mask = - ((1 << glsl_get_components(glsl_without_array(var->type))) - 1) << var->data.location_frac; - components[var->data.driver_location] |= mask; - } - - nir_foreach_variable_safe (var, list) { - uint32_t mask = - ((1 << glsl_get_components(glsl_without_array(var->type))) - 1) << var->data.location_frac; - bool subset = - (components[var->data.driver_location] | mask) != mask; - if (subset) - exec_node_remove(&var->node); - } -} - void ir3_nir_lower_gs(nir_shader *shader) { @@ -861,9 +840,6 @@ ir3_nir_lower_gs(nir_shader *shader) nir_print_shader(shader, stderr); } - clean_up_split_vars(shader, &shader->inputs); - clean_up_split_vars(shader, &shader->outputs); - build_primitive_map(shader, &state.map, &shader->inputs); /* Create an output var for vertex_flags. This will be shadowed below, |