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authorKenneth Graunke <[email protected]>2015-12-30 02:33:00 -0800
committerKenneth Graunke <[email protected]>2015-12-30 16:04:12 -0800
commit7cdc2b9ca0ab60b282416b975a2ac6d7abcd42ad (patch)
treedebe7beedbc1ebc6534f127cbe1b29d19e0c12d4 /src/glsl/link_varyings.cpp
parent4acf71c89b5ef5e2fe8c1a3d7ecf6031e191463c (diff)
glsl: Fix varying struct locations when varying packing is disabled.
varying_matches::record tries to compute the number of components in each varying, which varying_matches::assign_locations uses to assign locations. With varying packing, it uses glsl_type::component_slots() to come up with a reasonable value. Without varying packing, it fell back to an open-coded computation that didn't bother to handle structs at all. I believe we can simply use 4 * glsl_type::count_attribute_slots(false), which already handles these cases correctly. Partially fixes rendering in GFXBench 4.0's tessellation benchmark. (NVE0 is almost right after this, but i965 is still mostly garbage.) Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Cc: "11.0 11.1" <[email protected]>
Diffstat (limited to 'src/glsl/link_varyings.cpp')
-rw-r--r--src/glsl/link_varyings.cpp15
1 files changed, 2 insertions, 13 deletions
diff --git a/src/glsl/link_varyings.cpp b/src/glsl/link_varyings.cpp
index 9cc77feb78a..1ff25b85253 100644
--- a/src/glsl/link_varyings.cpp
+++ b/src/glsl/link_varyings.cpp
@@ -959,19 +959,8 @@ varying_matches::record(ir_variable *producer_var, ir_variable *consumer_var)
type = type->fields.array;
}
- if (type->is_array()) {
- slots = 1;
- while (type->is_array()) {
- slots *= type->length;
- type = type->fields.array;
- }
- slots *= type->matrix_columns;
- } else {
- slots = type->matrix_columns;
- }
- if (type->without_array()->is_dual_slot_double())
- slots *= 2;
- this->matches[this->num_matches].num_components = 4 * slots;
+ slots = type->count_attribute_slots(false);
+ this->matches[this->num_matches].num_components = slots * 4;
} else {
this->matches[this->num_matches].num_components
= var->type->component_slots();