}
if (nir[MESA_SHADER_TESS_CTRL]) {
- keys[MESA_SHADER_VERTEX].vs.out.as_ls = true;
+ keys[MESA_SHADER_VERTEX].vs_common_out.as_ls = true;
keys[MESA_SHADER_TESS_CTRL].tcs.num_inputs = 0;
keys[MESA_SHADER_TESS_CTRL].tcs.input_vertices = key->tess_input_vertices;
keys[MESA_SHADER_TESS_CTRL].tcs.primitive_mode = nir[MESA_SHADER_TESS_EVAL]->info.tess.primitive_mode;
if (nir[MESA_SHADER_GEOMETRY]) {
if (nir[MESA_SHADER_TESS_CTRL])
- keys[MESA_SHADER_TESS_EVAL].tes.out.as_es = true;
+ keys[MESA_SHADER_TESS_EVAL].vs_common_out.as_es = true;
else
- keys[MESA_SHADER_VERTEX].vs.out.as_es = true;
+ keys[MESA_SHADER_VERTEX].vs_common_out.as_es = true;
}
if (device->physical_device->rad_info.chip_class >= GFX10) {
if (nir[MESA_SHADER_TESS_CTRL]) {
- keys[MESA_SHADER_TESS_EVAL].tes.out.as_ngg = true;
+ keys[MESA_SHADER_TESS_EVAL].vs_common_out.as_ngg = true;
} else {
- keys[MESA_SHADER_VERTEX].vs.out.as_ngg = true;
+ keys[MESA_SHADER_VERTEX].vs_common_out.as_ngg = true;
}
}
}
/* TODO: These are no longer used as keys we should refactor this */
- keys[MESA_SHADER_VERTEX].vs.out.export_prim_id =
+ keys[MESA_SHADER_VERTEX].vs_common_out.export_prim_id =
pipeline->shaders[MESA_SHADER_FRAGMENT]->info.info.ps.prim_id_input;
- keys[MESA_SHADER_VERTEX].vs.out.export_layer_id =
+ keys[MESA_SHADER_VERTEX].vs_common_out.export_layer_id =
pipeline->shaders[MESA_SHADER_FRAGMENT]->info.info.ps.layer_input;
- keys[MESA_SHADER_VERTEX].vs.out.export_clip_dists =
+ keys[MESA_SHADER_VERTEX].vs_common_out.export_clip_dists =
!!pipeline->shaders[MESA_SHADER_FRAGMENT]->info.info.ps.num_input_clips_culls;
- keys[MESA_SHADER_TESS_EVAL].tes.out.export_prim_id =
+ keys[MESA_SHADER_TESS_EVAL].vs_common_out.export_prim_id =
pipeline->shaders[MESA_SHADER_FRAGMENT]->info.info.ps.prim_id_input;
- keys[MESA_SHADER_TESS_EVAL].tes.out.export_layer_id =
+ keys[MESA_SHADER_TESS_EVAL].vs_common_out.export_layer_id =
pipeline->shaders[MESA_SHADER_FRAGMENT]->info.info.ps.layer_input;
- keys[MESA_SHADER_TESS_EVAL].tes.out.export_clip_dists =
+ keys[MESA_SHADER_TESS_EVAL].vs_common_out.export_clip_dists =
!!pipeline->shaders[MESA_SHADER_FRAGMENT]->info.info.ps.num_input_clips_culls;
}