switch (state->shader->info.stage) {
case MESA_SHADER_VERTEX:
case MESA_SHADER_GEOMETRY:
+ case MESA_SHADER_TESS_EVAL:
switch (out->data.location) {
case VARYING_SLOT_COL0:
case VARYING_SLOT_COL1:
}
break;
case MESA_SHADER_FRAGMENT:
- switch (out->data.location) {
- case FRAG_RESULT_COLOR:
- return true;
- default:
- return false;
- }
- break;
+ return (out->data.location == FRAG_RESULT_COLOR ||
+ out->data.location >= FRAG_RESULT_DATA0);
default:
return false;
}
break;
case nir_intrinsic_store_output:
/* already had i/o lowered.. lookup the matching output var: */
- nir_foreach_variable(var, &state->shader->outputs) {
+ nir_foreach_shader_out_variable(var, state->shader) {
int drvloc = var->data.driver_location;
if (nir_intrinsic_base(intr) == drvloc) {
out = var;
.shader = shader,
};
- nir_assert_unlowered_derefs(shader, nir_lower_load_store_derefs);
-
nir_foreach_function(function, shader) {
if (function->impl)
progress |= lower_impl(&state, function->impl);