aboutsummaryrefslogtreecommitdiffstats
path: root/src/mesa/drivers
diff options
context:
space:
mode:
authorKenneth Graunke <[email protected]>2015-10-15 15:17:19 -0700
committerKenneth Graunke <[email protected]>2015-10-17 17:26:11 -0700
commitdbac0a6352053bd6106feff88d95b0fd38b82afe (patch)
tree5cea385ab3e65894bae2e083c9677b069d30d194 /src/mesa/drivers
parent7c10af64258ca3a839d9fc1f14957ef556878b43 (diff)
i965/nir: Switch on shader stage in nir_lower_outputs().
VS, GS, and FS continue doing the same thing they did before. We can simplify the FS code a bit because it is always scalar. Compute shaders now assert that there are no outputs instead of doing a loop over 0 outputs. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
Diffstat (limited to 'src/mesa/drivers')
-rw-r--r--src/mesa/drivers/dri/i965/brw_nir.c26
1 files changed, 21 insertions, 5 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_nir.c b/src/mesa/drivers/dri/i965/brw_nir.c
index af9d0414d51..1b4dace84fb 100644
--- a/src/mesa/drivers/dri/i965/brw_nir.c
+++ b/src/mesa/drivers/dri/i965/brw_nir.c
@@ -112,11 +112,27 @@ brw_nir_lower_inputs(nir_shader *nir, bool is_scalar)
static void
brw_nir_lower_outputs(nir_shader *nir, bool is_scalar)
{
- if (is_scalar) {
- nir_assign_var_locations(&nir->outputs, &nir->num_outputs, type_size_scalar);
- } else {
- nir_foreach_variable(var, &nir->outputs)
- var->data.driver_location = var->data.location;
+ switch (nir->stage) {
+ case MESA_SHADER_VERTEX:
+ case MESA_SHADER_GEOMETRY:
+ if (is_scalar) {
+ nir_assign_var_locations(&nir->outputs, &nir->num_outputs,
+ type_size_scalar);
+ } else {
+ nir_foreach_variable(var, &nir->outputs)
+ var->data.driver_location = var->data.location;
+ }
+ break;
+ case MESA_SHADER_FRAGMENT:
+ nir_assign_var_locations(&nir->outputs, &nir->num_outputs,
+ type_size_scalar);
+ break;
+ case MESA_SHADER_COMPUTE:
+ /* Compute shaders have no outputs. */
+ assert(exec_list_is_empty(&nir->outputs));
+ break;
+ default:
+ unreachable("unsupported shader stage");
}
}