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authorKenneth Graunke <[email protected]>2015-09-30 17:17:35 -0700
committerKenneth Graunke <[email protected]>2015-11-13 15:15:10 -0800
commit0df452cd0d9da031d2ef29853d39112fdf8e1d46 (patch)
treeaea8152df0cddacab506704f1b823050bab27019 /src/glsl
parent1cb49eedb52c387caf6a0035e5baad29bb55e3ff (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]>
Diffstat (limited to 'src/glsl')
-rw-r--r--src/glsl/nir/nir_lower_io.c12
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;