mark_whole_variable(nir_shader *shader, nir_variable *var, bool is_output_read)
{
const struct glsl_type *type = var->type;
- bool is_vertex_input = false;
if (nir_is_per_vertex_io(var, shader->info.stage)) {
assert(glsl_type_is_array(type));
type = glsl_get_array_element(type);
}
- if (!shader->options->vs_inputs_dual_locations &&
- shader->info.stage == MESA_SHADER_VERTEX &&
- var->data.mode == nir_var_shader_in)
- is_vertex_input = true;
-
const unsigned slots =
var->data.compact ? DIV_ROUND_UP(glsl_get_length(type), 4)
- : glsl_count_attribute_slots(type, is_vertex_input);
+ : glsl_count_attribute_slots(type, false);
set_io_mask(shader, var, 0, slots, is_output_read);
}
return false;
}
- bool is_vertex_input = false;
- if (!shader->options->vs_inputs_dual_locations &&
- shader->info.stage == MESA_SHADER_VERTEX &&
- var->data.mode == nir_var_shader_in)
- is_vertex_input = true;
-
- unsigned offset = get_io_offset(deref, is_vertex_input);
+ unsigned offset = get_io_offset(deref, false);
if (offset == -1)
return false;
}
/* double element width for double types that takes two slots */
- if (!is_vertex_input &&
- glsl_type_is_dual_slot(glsl_without_array(type))) {
+ if (glsl_type_is_dual_slot(glsl_without_array(type)))
elem_width *= 2;
- }
if (offset >= num_elems * elem_width * mat_cols) {
/* Constant index outside the bounds of the matrix/array. This could