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Diffstat (limited to 'src/compiler/glsl/glsl_to_nir.cpp')
-rw-r--r--src/compiler/glsl/glsl_to_nir.cpp16
1 files changed, 5 insertions, 11 deletions
diff --git a/src/compiler/glsl/glsl_to_nir.cpp b/src/compiler/glsl/glsl_to_nir.cpp
index f38d280d406..d22f4a58dd4 100644
--- a/src/compiler/glsl/glsl_to_nir.cpp
+++ b/src/compiler/glsl/glsl_to_nir.cpp
@@ -149,8 +149,11 @@ glsl_to_nir(const struct gl_shader_program *shader_prog,
* two locations. For instance, if we have in the IR code a dvec3 attr0 in
* location 0 and vec4 attr1 in location 1, in NIR attr0 will use
* locations/slots 0 and 1, and attr1 will use location/slot 2 */
- if (shader->info.stage == MESA_SHADER_VERTEX)
- nir_remap_attributes(shader, options);
+ if (shader->info.stage == MESA_SHADER_VERTEX) {
+ sh->Program->DualSlotInputs = nir_get_dual_slot_attributes(shader);
+ if (options->vs_inputs_dual_locations)
+ nir_remap_dual_slot_attributes(shader, sh->Program->DualSlotInputs);
+ }
shader->info.name = ralloc_asprintf(shader, "GLSL%d", shader_prog->Name);
if (shader_prog->Label)
@@ -344,15 +347,6 @@ nir_visitor::visit(ir_variable *ir)
var->data.compact = ir->type->without_array()->is_scalar();
}
}
-
- /* Mark all the locations that require two slots */
- if (shader->info.stage == MESA_SHADER_VERTEX &&
- glsl_type_is_dual_slot(glsl_without_array(var->type))) {
- for (unsigned i = 0; i < glsl_count_attribute_slots(var->type, true); i++) {
- uint64_t bitfield = BITFIELD64_BIT(var->data.location + i);
- shader->info.vs.double_inputs |= bitfield;
- }
- }
break;
case ir_var_shader_out: