nir_remap_attributes(nir_shader *shader)
{
nir_foreach_variable(var, &shader->inputs) {
- var->data.location += _mesa_bitcount_64(shader->info.double_inputs_read &
+ var->data.location += _mesa_bitcount_64(shader->info.vs.double_inputs &
BITFIELD64_MASK(var->data.location));
}
/* Once the remap is done, reset double_inputs_read, so later it will have
* which location/slots are doubles */
- shader->info.double_inputs_read = 0;
+ shader->info.vs.double_inputs = 0;
}
nir_shader *
}
/* Mark all the locations that require two slots */
- if (glsl_type_is_dual_slot(glsl_without_array(var->type))) {
+ if (shader->info.stage == MESA_SHADER_VERTEX &&
+ glsl_type_is_dual_slot(glsl_without_array(var->type))) {
for (uint i = 0; i < glsl_count_attribute_slots(var->type, true); i++) {
uint64_t bitfield = BITFIELD64_BIT(var->data.location + i);
- shader->info.double_inputs_read |= bitfield;
+ shader->info.vs.double_inputs |= bitfield;
}
}
break;