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authorKenneth Graunke <[email protected]>2019-01-23 02:44:28 -0800
committerKenneth Graunke <[email protected]>2019-02-05 13:58:46 -0800
commitcf731564e6d335c987c47d41817b75df8a637dde (patch)
treea852effa03b36e20d8333cd9d810e96c516bd1e6 /src
parent15c69021176395a08febde51ce14a43a15fee07d (diff)
st/nir: Call nir_lower_clip_cull_distance_arrays().
Today, st always sets LowerCombinedClipCullDistance, causing the GLSL IR lowering to run, giving us vec4[2] arrays. I would like to disable this and instead run the NIR lowering so that we get compact float[] arrays instead. Calling the new pass is a noop if the GLSL IR pass has already run, so it's safe to call the pass unconditionally. Reviewed-by: Timothy Arceri <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/mesa/state_tracker/st_glsl_to_nir.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/mesa/state_tracker/st_glsl_to_nir.cpp b/src/mesa/state_tracker/st_glsl_to_nir.cpp
index d87444aa70c..5fc87354624 100644
--- a/src/mesa/state_tracker/st_glsl_to_nir.cpp
+++ b/src/mesa/state_tracker/st_glsl_to_nir.cpp
@@ -742,6 +742,7 @@ st_link_nir(struct gl_context *ctx,
st->pipe->screen);
NIR_PASS_V(nir, nir_lower_system_values);
+ NIR_PASS_V(nir, nir_lower_clip_cull_distance_arrays);
nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
shader->Program->info = nir->info;