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-rw-r--r--src/compiler/nir/glsl_to_nir.cpp2
-rw-r--r--src/compiler/nir/nir.h3
-rw-r--r--src/compiler/nir/nir_lower_outputs_to_temporaries.c4
3 files changed, 5 insertions, 4 deletions
diff --git a/src/compiler/nir/glsl_to_nir.cpp b/src/compiler/nir/glsl_to_nir.cpp
index f6e1a17a916..1fac481ec9f 100644
--- a/src/compiler/nir/glsl_to_nir.cpp
+++ b/src/compiler/nir/glsl_to_nir.cpp
@@ -143,7 +143,7 @@ glsl_to_nir(const struct gl_shader_program *shader_prog,
v2.run(sh->ir);
visit_exec_list(sh->ir, &v1);
- nir_lower_outputs_to_temporaries(shader);
+ nir_lower_outputs_to_temporaries(shader, nir_shader_get_entrypoint(shader));
shader->info.name = ralloc_asprintf(shader, "GLSL%d", shader_prog->Name);
if (shader_prog->Label)
diff --git a/src/compiler/nir/nir.h b/src/compiler/nir/nir.h
index cab304814a2..d5c6a056164 100644
--- a/src/compiler/nir/nir.h
+++ b/src/compiler/nir/nir.h
@@ -2174,7 +2174,8 @@ bool nir_lower_indirect_derefs(nir_shader *shader, uint32_t mode_mask);
bool nir_lower_locals_to_regs(nir_shader *shader);
-void nir_lower_outputs_to_temporaries(nir_shader *shader);
+void nir_lower_outputs_to_temporaries(nir_shader *shader,
+ nir_function *entrypoint);
void nir_assign_var_locations(struct exec_list *var_list,
unsigned *size,
diff --git a/src/compiler/nir/nir_lower_outputs_to_temporaries.c b/src/compiler/nir/nir_lower_outputs_to_temporaries.c
index 80c9af45f2f..00ac09114cf 100644
--- a/src/compiler/nir/nir_lower_outputs_to_temporaries.c
+++ b/src/compiler/nir/nir_lower_outputs_to_temporaries.c
@@ -74,7 +74,7 @@ emit_output_copies_block(nir_block *block, void *state)
}
void
-nir_lower_outputs_to_temporaries(nir_shader *shader)
+nir_lower_outputs_to_temporaries(nir_shader *shader, nir_function *entrypoint)
{
struct lower_outputs_state state;
@@ -117,7 +117,7 @@ nir_lower_outputs_to_temporaries(nir_shader *shader)
* before each EmitVertex call.
*/
nir_foreach_block(function->impl, emit_output_copies_block, &state);
- } else if (strcmp(function->name, "main") == 0) {
+ } else if (function == entrypoint) {
/* For all other shader types, we need to do the copies right before
* the jumps to the end block.
*/