*/
static nir_variable *
-create_input(nir_shader *shader, unsigned drvloc, gl_varying_slot slot,
+create_input(nir_shader *shader, gl_varying_slot slot,
enum glsl_interp_mode interpolation)
{
nir_variable *var = rzalloc(shader, nir_variable);
- var->data.driver_location = drvloc;
+ var->data.driver_location = shader->num_inputs++;
var->type = glsl_vec4_type();
var->data.mode = nir_var_shader_in;
- var->name = ralloc_asprintf(var, "in_%d", drvloc);
+ var->name = ralloc_asprintf(var, "in_%d", var->data.driver_location);
var->data.index = 0;
var->data.location = slot;
var->data.interpolation = interpolation;
exec_list_push_tail(&shader->inputs, &var->node);
- shader->num_inputs++; /* TODO use type_size() */
-
return var;
}
static int
setup_inputs(lower_2side_state *state)
{
- int maxloc = -1;
-
/* find color inputs: */
nir_foreach_variable(var, &state->shader->inputs) {
- int loc = var->data.driver_location;
-
- /* keep track of last used driver-location.. we'll be
- * appending BCLr after last existing input:
- */
- maxloc = MAX2(maxloc, loc);
-
switch (var->data.location) {
case VARYING_SLOT_COL0:
case VARYING_SLOT_COL1:
slot = VARYING_SLOT_BFC1;
state->colors[i].back = create_input(
- state->shader, ++maxloc, slot,
+ state->shader, slot,
state->colors[i].front->data.interpolation);
}
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
- if (intr->intrinsic != nir_intrinsic_load_input)
- continue;
-
int idx;
- for (idx = 0; idx < state->colors_count; idx++) {
- unsigned drvloc =
- state->colors[idx].front->data.driver_location;
- if (nir_intrinsic_base(intr) == drvloc) {
- assert(nir_src_is_const(intr->src[0]));
- break;
+ if (intr->intrinsic == nir_intrinsic_load_input) {
+ for (idx = 0; idx < state->colors_count; idx++) {
+ unsigned drvloc =
+ state->colors[idx].front->data.driver_location;
+ if (nir_intrinsic_base(intr) == drvloc) {
+ assert(nir_src_is_const(intr->src[0]));
+ break;
+ }
}
- }
+ } else if (intr->intrinsic == nir_intrinsic_load_deref) {
+ nir_variable *var = nir_intrinsic_get_var(intr, 0);
+ if (var->data.mode != nir_var_shader_in)
+ continue;
+
+ for (idx = 0; idx < state->colors_count; idx++) {
+ unsigned loc = state->colors[idx].front->data.location;
+ if (var->data.location == loc)
+ break;
+ }
+ } else
+ continue;
if (idx == state->colors_count)
continue;
* 32-bit value by default.
*/
nir_ssa_def *face = nir_load_front_face(b, 1);
- nir_ssa_def *front = load_input(b, state->colors[idx].front);
- nir_ssa_def *back = load_input(b, state->colors[idx].back);
+ nir_ssa_def *front, *back;
+ if (intr->intrinsic == nir_intrinsic_load_deref) {
+ front = nir_load_var(b, state->colors[idx].front);
+ back = nir_load_var(b, state->colors[idx].back);
+ } else {
+ front = load_input(b, state->colors[idx].front);
+ back = load_input(b, state->colors[idx].back);
+ }
nir_ssa_def *color = nir_bcsel(b, face, front, back);
assert(intr->dest.is_ssa);