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* nir: avoid segfault when ssa src not foundTimothy Arceri2016-08-231-0/+3
| | | | | | | Without this the following line will segfault and we don't get to see the results of the validate_assert() above. Reviewed-by: Jason Ekstrand <[email protected]>
* nir: Fix crash in nir_lower_drawpixels.Eric Anholt2016-08-221-0/+2
| | | | | | | | Generally you'd see the gl_Color reference first and get some cursor set. However, in piglit draw-pixel-with-texture we're now seeing the TexCoord dereferenced first. Reviewed-by: Rob Clark <[email protected]>
* nir: Fix a comment typo in nir_lower_drawpixels.Eric Anholt2016-08-221-1/+1
| | | | Reviewed-by: Rob Clark <[email protected]>
* nir: Define system values for vc4's blending-lowering arguments.Eric Anholt2016-08-221-0/+9
| | | | | | | | | | | | | In the GLSL-to-NIR conversion of VC4, I had a bit of trouble with what I was calling the "state uniforms" that I was putting into the NIR fighting with its other lowering passes. Instead of using magic uniform base numbers in the backend, follow the lead of load_user_clip_plane and just define system values for them. v2: Fix unintended change to channel_num, drop unspecified const_index value on blend_const_color_r_float. Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: fix key used for hashing switch statement casesTapani Pälli2016-08-221-4/+24
| | | | | | | | | | | | Implementation previously used value itself as the key, however after hash implementation change by ee02a5e we cannot use 0 as key. v2: use constant pointer as the key and implement comparison for contents (Eric Anholt) Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97309
* glsl: Rename link_fs_input_layout_qualifiers to "inout".Kenneth Graunke2016-08-201-2/+2
| | | | | | | | We're going to handle output qualifiers here too, and calling it "inout" seems to be the going convention. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Francisco Jerez <[email protected]>
* nir: Add an IO scalarizing pass using the intrinsic's first_component.Eric Anholt2016-08-193-0/+131
| | | | | | | | | | vc4 wants to have per-scalar IO load/stores so that dead code elimination can happen on a more granular basis, which it has been doing in the backend using a multiplication by 4 of the intrinsic's driver_location. We can represent it properly in the NIR using the first_component field, though. Reviewed-by: Kenneth Graunke <[email protected]>
* nir: Add nir_builder support for individual system value loads.Eric Anholt2016-08-194-15/+31
| | | | | | | | | | The previous nir_load_system_value(b, nir_intrinsic_load_whatever), 0) was rather verbose, when system values should be easy to generate. The index is left out because only one system value had an index included in it. Reviewed-by: Kenneth Graunke <[email protected]>
* nir: Move the undef of nir_intrinsics.h macros to the .h.Eric Anholt2016-08-192-3/+3
| | | | | | | I wanted to include this from nir_builder as well, so it also needed the undefs. Reviewed-by: Kenneth Graunke <[email protected]>
* nir: Use the system-value front face for twoside lowering.Eric Anholt2016-08-191-16/+7
| | | | | | | | GLSL-to-NIR generates system value usage, and vc4/freedreno would both like the system value instead of the varying, so switch this pass over to it. Reviewed-by: Kenneth Graunke <[email protected]>
* nir: Rely on the fact that bcsel takes a well formed boolean.Kenneth Graunke2016-08-191-3/+3
| | | | | | | | | | | | | | | According to Connor, it's safe to assume that the first operand of bcsel, as well as the operand of b2f and b2i, must be well formed booleans. https://lists.freedesktop.org/archives/mesa-dev/2016-August/125658.html With the previous improvements to a@bool handling, this now has no change in shader-db instruction counts on Broadwell. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* nir/search: Extend 'a@bool' to handle a couple of system values.Kenneth Graunke2016-08-181-0/+7
| | | | | | | | | | | | | | load_front_face and load_helper_invocation produce booleans. On Broadwell: total instructions in shared programs: 11638956 -> 11638011 (-0.01%) instructions in affected programs: 115093 -> 114148 (-0.82%) helped: 628 HURT: 14 Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* nir/search: Fold src_is_bool()/alu_instr_is_bool() into src_is_type().Kenneth Graunke2016-08-181-31/+19
| | | | | | | | | | | | I don't want src_is_bool() and src_is_type(x, nir_type_bool) to behave differently. Having the logic spread out over three functions makes it harder to decide where to put new logic, as well. So, combine them all. It's a bit simpler because there's now only one recursive function rather than a pair of mutually recursive functions. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* nir/search: Introduce a src_is_type() helper for 'a@type' handling.Kenneth Graunke2016-08-181-13/+29
| | | | | | | | | | | | Currently, 'a@type' can only match if 'a' is produced by an ALU instruction. This is rather limited - there are other cases we can easily detect which we should handle. Extending the code in-place would be fairly messy, so we introduce a new src_is_type() helper. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* nir/builder: Add bany_inequal and bany helpers.Kenneth Graunke2016-08-181-0/+19
| | | | | | | | | | The first simply picks the bany_inequal[234] opcodes based on the SSA def's number of components. The latter implicitly compares with zero to achieve the same semantics of GLSL's any(). Cc: [email protected] Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Alejandro Piñeiro <[email protected]>
* glsl: Pull enum ir_expression_operation out to its own fileIan Romanick2016-08-173-317/+342
| | | | | | | | | | No change except to the copyright symbol. The next patch will generate this file with Python, and Unicode + Python = pure rage. v2: Massive rebase... I guess a lot can change in a year. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* glsl: Make the generated sources build rules more like NIRIan Romanick2016-08-173-6/+5
| | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* glsl: Add missing ir_quadop_vector constant evaluation for Boolean typesIan Romanick2016-08-171-0/+3
| | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* glsl: Fix typo in ir_unop_f2u implementationIan Romanick2016-08-171-1/+1
| | | | | | | This won't affect the output, but it was, technically, wrong. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* glsl: Fix typo in ir_unop_b2i implementationIan Romanick2016-08-171-1/+1
| | | | | | | This won't affect the output, but it was, technically, wrong. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* glsl: Don't support integer types for operations that can't handle themIan Romanick2016-08-172-14/+2
| | | | | | | | ir_unop_fract already forbade integer types in ir_validate. ir_unop_rcp, ir_unop_rsq, and ir_unop_sqrt should also forbid them in ir_validate. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* glsl: Don't support ir_unop_abs or ir_unop_sign for unsigned integersIan Romanick2016-08-172-6/+9
| | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* nir/algebraic: Optimize common array indexing sequenceIan Romanick2016-08-171-0/+11
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Some shaders include code that looks like: uniform int i; uniform vec4 bones[...]; foo(bones[i * 3], bones[i * 3 + 1], bones[i * 3 + 2]); CSE would do some work on this: x = i * 3 foo(bones[x], bones[x + 1], bones[x + 2]); The compiler may then add '<< 4 + base' to the index calculations. This results in expressions like x = i * 3 foo(bones[x << 4], bones[(x + 1) << 4], bones[(x + 2) << 4]); Just rearranging the math to produce (i * 48) + 16 saves an instruction, and it allows CSE to do more work. x = i * 48; foo(bones[x], bones[x + 16], bones[x + 32]); So, ~6 instructions becomes ~3. Some individual shader-db results look pretty bad. However, I have a really, really hard time believing the change in estimated cycles in, for example, 3dmmes-taiji/51.shader_test after looking that change in the generated code. G45 total instructions in shared programs: 4020840 -> 4010070 (-0.27%) instructions in affected programs: 177460 -> 166690 (-6.07%) helped: 894 HURT: 0 total cycles in shared programs: 98829000 -> 98784990 (-0.04%) cycles in affected programs: 3936648 -> 3892638 (-1.12%) helped: 894 HURT: 0 Ironlake total instructions in shared programs: 6418887 -> 6408117 (-0.17%) instructions in affected programs: 177460 -> 166690 (-6.07%) helped: 894 HURT: 0 total cycles in shared programs: 143504542 -> 143460532 (-0.03%) cycles in affected programs: 3936648 -> 3892638 (-1.12%) helped: 894 HURT: 0 Sandy Bridge total instructions in shared programs: 8357887 -> 8339251 (-0.22%) instructions in affected programs: 432715 -> 414079 (-4.31%) helped: 2795 HURT: 0 total cycles in shared programs: 118284184 -> 118207412 (-0.06%) cycles in affected programs: 6114626 -> 6037854 (-1.26%) helped: 2478 HURT: 317 Ivy Bridge total instructions in shared programs: 7669390 -> 7653822 (-0.20%) instructions in affected programs: 388234 -> 372666 (-4.01%) helped: 2795 HURT: 0 total cycles in shared programs: 68381982 -> 68263684 (-0.17%) cycles in affected programs: 1972658 -> 1854360 (-6.00%) helped: 2458 HURT: 307 Haswell total instructions in shared programs: 7082636 -> 7067068 (-0.22%) instructions in affected programs: 388234 -> 372666 (-4.01%) helped: 2795 HURT: 0 total cycles in shared programs: 68282020 -> 68164158 (-0.17%) cycles in affected programs: 1891820 -> 1773958 (-6.23%) helped: 2459 HURT: 261 Broadwell total instructions in shared programs: 9002466 -> 8985875 (-0.18%) instructions in affected programs: 658784 -> 642193 (-2.52%) helped: 2795 HURT: 5 total cycles in shared programs: 78503092 -> 78450404 (-0.07%) cycles in affected programs: 2873304 -> 2820616 (-1.83%) helped: 2275 HURT: 415 Skylake total instructions in shared programs: 9156978 -> 9140387 (-0.18%) instructions in affected programs: 682625 -> 666034 (-2.43%) helped: 2795 HURT: 5 total cycles in shared programs: 75591392 -> 75550574 (-0.05%) cycles in affected programs: 3192120 -> 3151302 (-1.28%) helped: 2271 HURT: 425 Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Thomas Helland <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* glcpp: Update tests for new #undef of built-in macro rules.Kenneth Graunke2016-08-154-1/+11
| | | | | | | | | | | | | | Ian recently changed the preprocessor to allow this in most GLSL versions, but not GLSL ES 3.00+. This patch converts the existing test that expects a failure to a #version 300 es shader, and adds a #version 110 shader to make sure that it's allowed. Fixes 'make check'. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97307 Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Tested-by: Vinson Lee <[email protected]>
* glsl: emit a specific error when ast_*_assign changes typeIlia Mirkin2016-08-121-1/+27
| | | | | | | | | | | | | | | For regular ast_add, we can implicitly change either a or b's type. However in an assignment situation, the type of the lvalue is fixed. So if the implicit conversion logic decides to change it, it means that the rhs's type could not be converted to the lhs type. Emit a specific error for this rather than the rather mysterious "is not an lvalue" error that results from having a i2f or other operation as the lvalue. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96729 Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: look for frag data bindings with [0] tacked onto the end for arraysIlia Mirkin2016-08-121-11/+28
| | | | | | | | | | | | | | | | | | | | The GL spec is very unclear on this point. Apparently this is discussed without resolution in the closed Khronos bugtracker at https://cvs.khronos.org/bugzilla/show_bug.cgi?id=7829 . The recommendation is to allow dropping the [0] for looking up the bindings. The approach taken in this patch is to instead tack on [0]'s for each arrayness level of the output's type, and doing the lookup again. That way, for out vec4 foo[2][2][2] we will end up looking for bindings for foo, foo[0], foo[0][0], and foo[0][0][0], in that order of preference. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96765 Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* glsl: Fix invariant matching in GLSL 4.30 and GLSL ES 1.00.Kenneth Graunke2016-08-112-2/+22
| | | | | | | | | | | | | | | | | | | | | | | | Old languages (GLSL <= 4.20 and GLSL ES 1.00) require "invariant" to be specified on both inputs and outputs, and match when linking. New languages only allow outputs to be qualified as "invariant" and remove the "invariant must match" restriction when linking varyings (because no input can have that qualifier). Commit 426a50e2089b12d33f5c075aa5622f64076914a3 introduced the new behavior for ES 3.00. It also removed the "must match" restriction for ES 1.00 shaders, which I believe is incorrect. This patch adds that back, as well as making 4.30+ follow the new rules. Thanks to Qiankun Miao for noticing this discrepancy. Fixes a WebGL 2.0 conformance test when run in Chromium: https://www.khronos.org/registry/webgl/sdk/tests/deqp/data/gles3/shaders/qualification_order.html?webglVersion=2 Cc: [email protected] Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96971 Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: Tidy stream handling in merge_qualifier().Kenneth Graunke2016-08-111-3/+2
| | | | | | | | | | | | | | | | | The previous commit fixed xfb_buffer handling, which was largely copy and pasted from the stream handling. The difference is that stream was set in input_layout_mask, so it worked. However, that's totally rubbish: stream is only valid on geometry shader outputs. Presumably this was to hack around inout. Instead, apply the solution I used in the previous fix. Really, we just need to separate shader interface and parameter qualifier handling so this isn't a mess, but this patch at least tidies it slightly. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: Fix inout qualifier handling in GLSL 4.40.Kenneth Graunke2016-08-111-1/+2
| | | | | | | | | | | | | | | | | inout variables have q.in and q.out set. We were trying to set xfb_buffer = 1 for shader output variables (and inadvertantly setting it on inout parameters, too). But input_layout_mask doesn't have xfb_buffer set, so it was seen as in invalid input qualifier. This meant that all 'inout' parameters were broken. Caught by running a WebGL conformance test in Chromium: https://www.khronos.org/registry/webgl/sdk/tests/deqp/data/gles3/shaders/qualification_order.html?webglVersion=2 Fixes Piglit's tests/spec/glsl-4.40/compiler/inout-parameter-qualifier. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl/tests: fix segfault in uniform initializer testTimothy Arceri2016-08-111-0/+5
| | | | | | | Caused by 549222f5 Tested-by: Aaron Watry <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97286
* glcpp: Only disallow #undef of pre-defined macros on GLSL ES >= 3.00 shadersIan Romanick2016-08-101-4/+28
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Section 3.4 (Preprocessor) of the GLSL ES 3.00 spec says: It is an error to undefine or to redefine a built-in (pre-defined) macro name. The GLSL ES 1.00 spec does not contain this text. Section 3.3 (Preprocessor) of the GLSL 1.30 spec says: #define and #undef functionality are defined as is standard for C++ preprocessors for macro definitions both with and without macro parameters. At least as far as I can tell GCC allow '#undef __FILE__'. Furthermore, there are desktop OpenGL conformance tests that expect '#undef __VERSION__' and '#undef GL_core_profile' to work. Fixes: GL45-CTS.shaders.preprocessor.definitions.undefine_version_vertex GL45-CTS.shaders.preprocessor.definitions.undefine_version_fragment GL45-CTS.shaders.preprocessor.definitions.undefine_core_profile_vertex GL45-CTS.shaders.preprocessor.definitions.undefine_core_profile_fragment Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Cc: [email protected]
* glcpp: Track the actual version instead of just the version_resolved flagIan Romanick2016-08-102-6/+6
| | | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Cc: [email protected]
* glsl: remove remaining tabs in link_uniform_initializers.cppTimothy Arceri2016-08-111-39/+39
| | | | Reviewed-by: Eric Anholt <[email protected]>
* glsl: use UniformHash to find storage locationTimothy Arceri2016-08-111-18/+11
| | | | | | There is no need to be looping over all the uniforms. Reviewed-by: Eric Anholt <[email protected]>
* glsl: remove dead builtins before assigning varying locationsTimothy Arceri2016-08-111-9/+9
| | | | | | | | Builtins already have locations assigned so this shouldn't change anything. We want to call it earlier so we can tranform GLSL IR to NIR earlier. Reviewed-by: Eric Anholt <[email protected]>
* glsl: split out varying and uniform linking codeTimothy Arceri2016-08-111-207/+222
| | | | | | | | | | | | | Here a new function link_varyings_and_uniforms() is created this should help make it easier to follow the code in link_shader() which was getting very large. Note the end of the new function contains a for loop with some lowering calls that currently don't seem related to varyings or uniforms but they are a dependancy for converting to NIR ealier so we move things here now to keep things easy to follow. Reviewed-by: Eric Anholt <[email protected]>
* mesa: Use a temporary set to track whether we've added a resource yet.Eric Anholt2016-08-101-26/+50
| | | | | | | Saves another .1s on servo.trace. Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* nir: Drop an unused program/hash_table.h include.Eric Anholt2016-08-101-1/+0
| | | | | Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* Re-apply "glsl: don't try to lower non-gl builtins as if they were gl_FragData"Ilia Mirkin2016-08-101-1/+2
| | | | | | | | | | | | | If a shader has an output array, it will get treated as though it were gl_FragData and rewritten into gl_out_FragData instances. We only want this to happen on the actual gl_FragData and not everything else. This is a small part of the problem pointed out by the below bug. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96765 Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* util: Move _mesa_fsl/util_last_bit into util/bitscan.hMathias Fröhlich2016-08-091-1/+1
| | | | | | | | | | | As requested with the initial creation of util/bitscan.h now move other bitscan related functions into util. v2: Split into two patches. Signed-off-by: Mathias Fröhlich <[email protected]> Tested-by: Brian Paul <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* nir: make use of nir_cf_list_extract() helperTimothy Arceri2016-08-091-2/+1
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* nir: Always print non-identity swizzles.Matt Turner2016-08-081-1/+9
| | | | | | | | | | | | | | | | | | | | | | | Previously we would not print a swizzle on ssa_52 when only its .x component is used (as seen in the definition of ssa_53): vec3 ssa_52 = fadd ssa_51, ssa_51 vec1 ssa_53 = flog2 ssa_52 vec1 ssa_54 = flog2 ssa_52.y vec1 ssa_55 = flog2 ssa_52.z But this makes the interpretation of the RHS of the definition difficult to understand and dependent on the size of the LHS. Just print swizzles when they are not the identity swizzle, so the previous example is now printed as: vec3 ssa_52 = fadd ssa_51.xyz, ssa_51.xyz vec1 ssa_53 = flog2 ssa_52.x vec1 ssa_54 = flog2 ssa_52.y vec1 ssa_55 = flog2 ssa_52.z Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* Revert "glsl: don't try to lower non-gl builtins as if they were gl_FragData"Marek Olšák2016-08-081-2/+1
| | | | | | | | | | This reverts commit a37e46323c7e18bec4160f2f66847c10b7041dc1. It broke the game Overlord such that it hung a GCN GNU. While I don't know how the hang happened because of its randomness and gfx corruption precedes it, many of the shaders contain this: out vec4 FragData[gl_MaxDrawBuffers];
* glsl: Implicitly enable OES_shader_io_blocks if geom/tess are enabled.Kenneth Graunke2016-08-081-0/+11
| | | | | Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Expose gl_PointSize if OES/EXT_tessellation_point_size is enabled.Kenneth Graunke2016-08-081-1/+5
| | | | | Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Add extension plumbing for OES/EXT_tessellation_shader.Kenneth Graunke2016-08-084-3/+19
| | | | | | | | This adds the #extension directive support, built-in #defines, lexer keyword support, and updates has_tessellation_shader(). Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Combine GS and TES array resizing visitors.Kenneth Graunke2016-08-071-72/+35
| | | | | | | | These are largely identical, except that the GS version has a few extra error conditions. We can just pass in the stage and skip these. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: Fix location bias for patch variables.Kenneth Graunke2016-08-071-0/+3
| | | | | | | | | | | | We need to subtract VARYING_SLOT_PATCH0, not VARYING_SLOT_VAR0. Since "patch" only applies to inputs and outputs, we can just handle this once outside the switch statement, rather than replicating the check twice and complicating the earlier conditions. Cc: [email protected] Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: Fix the program resource names of gl_TessLevelOuter/Inner[].Kenneth Graunke2016-08-071-0/+12
| | | | | | | | | These are lowered to gl_TessLevel{Outer,Inner}MESA. We need them to appear in the program resource list with their original names and types. Cc: [email protected] Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: Delete bogus ir_set_program_inouts assert.Kenneth Graunke2016-08-071-3/+7
| | | | | | | | | | | | | | | | This assertion is bogus. Varying structs, and arrays of structs, are allowed by GLSL, and we can see them here. While we currently don't have any partial-variable support for those, simply returning false and marking the entire thing as used is certainly legitimate. I believe this is often swept under the rug by varying packing, but that's disabled in certain tessellation situations. Hit by 20 dEQP-GLES31.functional.tessellation.user_defined_io.* tests. Cc: [email protected] Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>