freedreno/ir3: add generic get_barycentric()
[mesa.git] / src / freedreno / ir3 / ir3_nir_lower_tess.c
index 2f2abc10bbbfd9f1084d1faf8d8bd7dc77746719..bdb98f3d935a85d0221f06f81d975b22873aa8c3 100644 (file)
@@ -38,10 +38,10 @@ struct state {
 
        nir_variable *vertex_count_var;
        nir_variable *emitted_vertex_var;
-       nir_variable *vertex_flags_var;
        nir_variable *vertex_flags_out;
 
-       nir_variable *output_vars[32];
+       struct exec_list old_outputs;
+       struct exec_list emit_outputs;
 
        nir_ssa_def *outer_levels[4];
        nir_ssa_def *inner_levels[2];
@@ -179,7 +179,7 @@ build_primitive_map(nir_shader *shader, struct primitive_map *map, struct exec_l
 }
 
 static void
-lower_vs_block(nir_block *block, nir_builder *b, struct state *state)
+lower_block_to_explicit_output(nir_block *block, nir_builder *b, struct state *state)
 {
        nir_foreach_instr_safe (instr, block) {
                if (instr->type != nir_instr_type_intrinsic)
@@ -191,6 +191,13 @@ lower_vs_block(nir_block *block, nir_builder *b, struct state *state)
                case nir_intrinsic_store_output: {
                        // src[] = { value, offset }.
 
+                       /* nir_lower_io_to_temporaries replaces all access to output
+                        * variables with temp variables and then emits a nir_copy_var at
+                        * the end of the shader.  Thus, we should always get a full wrmask
+                        * here.
+                        */
+                       assert(util_is_power_of_two_nonzero(nir_intrinsic_write_mask(intr) + 1));
+
                        b->cursor = nir_instr_remove(&intr->instr);
 
                        nir_ssa_def *vertex_id = build_vertex_id(b, state);
@@ -199,10 +206,8 @@ lower_vs_block(nir_block *block, nir_builder *b, struct state *state)
                        nir_intrinsic_instr *store =
                                nir_intrinsic_instr_create(b->shader, nir_intrinsic_store_shared_ir3);
 
-                       nir_intrinsic_set_write_mask(store, MASK(intr->num_components));
                        store->src[0] = nir_src_for_ssa(intr->src[0].ssa);
                        store->src[1] = nir_src_for_ssa(offset);
-
                        store->num_components = intr->num_components;
 
                        nir_builder_instr_insert(b, &store->instr);
@@ -222,12 +227,13 @@ local_thread_id(nir_builder *b)
 }
 
 void
-ir3_nir_lower_to_explicit_io(nir_shader *shader, struct ir3_shader *s, unsigned topology)
+ir3_nir_lower_to_explicit_output(nir_shader *shader, struct ir3_shader_variant *v,
+               unsigned topology)
 {
        struct state state = { };
 
        build_primitive_map(shader, &state.map, &shader->outputs);
-       memcpy(s->output_loc, state.map.loc, sizeof(s->output_loc));
+       memcpy(v->output_loc, state.map.loc, sizeof(v->output_loc));
 
        nir_function_impl *impl = nir_shader_get_entrypoint(shader);
        assert(impl);
@@ -236,20 +242,82 @@ ir3_nir_lower_to_explicit_io(nir_shader *shader, struct ir3_shader *s, unsigned
        nir_builder_init(&b, impl);
        b.cursor = nir_before_cf_list(&impl->body);
 
-       if (s->type == MESA_SHADER_VERTEX && topology != IR3_TESS_NONE)
+       if (v->type == MESA_SHADER_VERTEX && topology != IR3_TESS_NONE)
                state.header = nir_load_tcs_header_ir3(&b);
        else
                state.header = nir_load_gs_header_ir3(&b);
 
        nir_foreach_block_safe (block, impl)
-               lower_vs_block(block, &b, &state);
+               lower_block_to_explicit_output(block, &b, &state);
 
        nir_metadata_preserve(impl, nir_metadata_block_index |
                        nir_metadata_dominance);
 
-       s->output_size = state.map.stride;
+       v->output_size = state.map.stride;
 }
 
+
+static void
+lower_block_to_explicit_input(nir_block *block, nir_builder *b, struct state *state)
+{
+       nir_foreach_instr_safe (instr, block) {
+               if (instr->type != nir_instr_type_intrinsic)
+                       continue;
+
+               nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
+
+               switch (intr->intrinsic) {
+               case nir_intrinsic_load_per_vertex_input: {
+                       // src[] = { vertex, offset }.
+
+                       b->cursor = nir_before_instr(&intr->instr);
+
+                       nir_ssa_def *offset = build_local_offset(b, state,
+                                       intr->src[0].ssa, // this is typically gl_InvocationID
+                                       nir_intrinsic_base(intr),
+                                       intr->src[1].ssa);
+
+                       replace_intrinsic(b, intr, nir_intrinsic_load_shared_ir3, offset, NULL, NULL);
+                       break;
+               }
+
+               case nir_intrinsic_load_invocation_id: {
+                       b->cursor = nir_before_instr(&intr->instr);
+
+                       nir_ssa_def *iid = build_invocation_id(b, state);
+                       nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(iid));
+                       nir_instr_remove(&intr->instr);
+                       break;
+               }
+
+               default:
+                       break;
+               }
+       }
+}
+
+void
+ir3_nir_lower_to_explicit_input(nir_shader *shader)
+{
+       struct state state = { };
+
+       nir_function_impl *impl = nir_shader_get_entrypoint(shader);
+       assert(impl);
+
+       nir_builder b;
+       nir_builder_init(&b, impl);
+       b.cursor = nir_before_cf_list(&impl->body);
+
+       if (shader->info.stage == MESA_SHADER_GEOMETRY)
+               state.header = nir_load_gs_header_ir3(&b);
+       else
+               state.header = nir_load_tcs_header_ir3(&b);
+
+       nir_foreach_block_safe (block, impl)
+               lower_block_to_explicit_input(block, &b, &state);
+}
+
+
 static nir_ssa_def *
 build_per_vertex_offset(nir_builder *b, struct state *state,
                nir_ssa_def *vertex, nir_ssa_def *offset, nir_variable *var)
@@ -339,15 +407,6 @@ lower_tess_ctrl_block(nir_block *block, nir_builder *b, struct state *state)
                nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
 
                switch (intr->intrinsic) {
-               case nir_intrinsic_load_invocation_id:
-                       b->cursor = nir_before_instr(&intr->instr);
-
-                       nir_ssa_def *invocation_id = build_invocation_id(b, state);
-                       nir_ssa_def_rewrite_uses(&intr->dest.ssa,
-                                                                        nir_src_for_ssa(invocation_id));
-                       nir_instr_remove(&intr->instr);
-                       break;
-
                case nir_intrinsic_control_barrier:
                case nir_intrinsic_memory_barrier_tcs_patch:
                        /* Hull shaders dispatch 32 wide so an entire patch will always
@@ -378,32 +437,22 @@ lower_tess_ctrl_block(nir_block *block, nir_builder *b, struct state *state)
 
                        b->cursor = nir_before_instr(&intr->instr);
 
+                       /* nir_lower_io_to_temporaries replaces all access to output
+                        * variables with temp variables and then emits a nir_copy_var at
+                        * the end of the shader.  Thus, we should always get a full wrmask
+                        * here.
+                        */
+                       assert(util_is_power_of_two_nonzero(nir_intrinsic_write_mask(intr) + 1));
+
                        nir_ssa_def *value = intr->src[0].ssa;
                        nir_ssa_def *address = nir_load_tess_param_base_ir3(b);
                        nir_variable *var = get_var(&b->shader->outputs, nir_intrinsic_base(intr));
                        nir_ssa_def *offset = build_per_vertex_offset(b, state,
                                        intr->src[1].ssa, intr->src[2].ssa, var);
 
-                       nir_intrinsic_instr *store =
-                               replace_intrinsic(b, intr, nir_intrinsic_store_global_ir3, value, address,
-                                                                 nir_iadd(b, offset, nir_imm_int(b, nir_intrinsic_component(intr))));
-
-                       nir_intrinsic_set_write_mask(store, nir_intrinsic_write_mask(intr));
-
-                       break;
-               }
-
-               case nir_intrinsic_load_per_vertex_input: {
-                       // src[] = { vertex, offset }.
-
-                       b->cursor = nir_before_instr(&intr->instr);
-
-                       nir_ssa_def *offset = build_local_offset(b, state,
-                                       intr->src[0].ssa, // this is typically gl_InvocationID
-                                       nir_intrinsic_base(intr),
-                                       intr->src[1].ssa);
+                       replace_intrinsic(b, intr, nir_intrinsic_store_global_ir3, value, address,
+                                       nir_iadd(b, offset, nir_imm_int(b, nir_intrinsic_component(intr))));
 
-                       replace_intrinsic(b, intr, nir_intrinsic_load_shared_ir3, offset, NULL, NULL);
                        break;
                }
 
@@ -454,9 +503,12 @@ lower_tess_ctrl_block(nir_block *block, nir_builder *b, struct state *state)
                        b->cursor = nir_before_instr(&intr->instr);
 
                        if (levels) {
-                               for (int i = 0; i < 4; i++)
-                                       if (nir_intrinsic_write_mask(intr) & (1 << i))
-                                               levels[i] = nir_channel(b, intr->src[0].ssa, i);
+                               for (int i = 0; i < 4; i++) {
+                                       if (nir_intrinsic_write_mask(intr) & (1 << i)) {
+                                               uint32_t component = nir_intrinsic_component(intr);
+                                               levels[i + component] = nir_channel(b, intr->src[0].ssa, i);
+                                       }
+                               }
                                nir_instr_remove(&intr->instr);
                        } else {
                                nir_ssa_def *address = nir_load_tess_param_base_ir3(b);
@@ -464,11 +516,15 @@ lower_tess_ctrl_block(nir_block *block, nir_builder *b, struct state *state)
 
                                debug_assert(nir_intrinsic_component(intr) == 0);
 
-                               nir_intrinsic_instr *store =
-                                       replace_intrinsic(b, intr, nir_intrinsic_store_global_ir3,
-                                                       intr->src[0].ssa, address, offset);
+                               /* nir_lower_io_to_temporaries replaces all access to output
+                                * variables with temp variables and then emits a nir_copy_var at
+                                * the end of the shader.  Thus, we should always get a full wrmask
+                                * here.
+                                */
+                               assert(util_is_power_of_two_nonzero(nir_intrinsic_write_mask(intr) + 1));
 
-                               nir_intrinsic_set_write_mask(store, nir_intrinsic_write_mask(intr));
+                               replace_intrinsic(b, intr, nir_intrinsic_store_global_ir3,
+                                               intr->src[0].ssa, address, offset);
                        }
                        break;
                }
@@ -485,6 +541,9 @@ emit_tess_epilouge(nir_builder *b, struct state *state)
        nir_ssa_def *tessfactor_address = nir_load_tess_factor_base_ir3(b);
        nir_ssa_def *levels[2];
 
+       if (!state->outer_levels[0])
+               return;
+
        /* Then emit the epilogue that actually writes out the tessellation levels
         * to the BOs.
         */
@@ -517,7 +576,6 @@ emit_tess_epilouge(nir_builder *b, struct state *state)
        store->src[2] = nir_src_for_ssa(offset);
        nir_builder_instr_insert(b, &store->instr);
        store->num_components = levels[0]->num_components;
-       nir_intrinsic_set_write_mask(store, (1 << levels[0]->num_components) - 1);
 
        if (levels[1]) {
                store = nir_intrinsic_instr_create(b->shader, nir_intrinsic_store_global_ir3);
@@ -528,7 +586,6 @@ emit_tess_epilouge(nir_builder *b, struct state *state)
                store->src[2] = nir_src_for_ssa(offset);
                nir_builder_instr_insert(b, &store->instr);
                store->num_components = levels[1]->num_components;
-               nir_intrinsic_set_write_mask(store, (1 << levels[1]->num_components) - 1);
        }
 
        /* Finally, Insert endpatch instruction:
@@ -542,7 +599,8 @@ emit_tess_epilouge(nir_builder *b, struct state *state)
 }
 
 void
-ir3_nir_lower_tess_ctrl(nir_shader *shader, struct ir3_shader *s, unsigned topology)
+ir3_nir_lower_tess_ctrl(nir_shader *shader, struct ir3_shader_variant *v,
+               unsigned topology)
 {
        struct state state = { .topology = topology };
 
@@ -553,8 +611,8 @@ ir3_nir_lower_tess_ctrl(nir_shader *shader, struct ir3_shader *s, unsigned topol
        }
 
        build_primitive_map(shader, &state.map, &shader->outputs);
-       memcpy(s->output_loc, state.map.loc, sizeof(s->output_loc));
-       s->output_size = state.map.stride;
+       memcpy(v->output_loc, state.map.loc, sizeof(v->output_loc));
+       v->output_size = state.map.stride;
 
        nir_function_impl *impl = nir_shader_get_entrypoint(shader);
        assert(impl);
@@ -654,6 +712,7 @@ lower_tess_eval_block(nir_block *block, nir_builder *b, struct state *state)
 
                case nir_intrinsic_load_tess_level_inner:
                case nir_intrinsic_load_tess_level_outer: {
+                               unsigned dest_comp = nir_intrinsic_dest_components(intr);
                                b->cursor = nir_before_instr(&intr->instr);
 
                                gl_varying_slot slot;
@@ -672,7 +731,7 @@ lower_tess_eval_block(nir_block *block, nir_builder *b, struct state *state)
                                 * component individually.
                                 */
                                nir_ssa_def *levels[4];
-                               for (unsigned i = 0; i < intr->num_components; i++) {
+                               for (unsigned i = 0; i < dest_comp; i++) {
                                        nir_intrinsic_instr *new_intr =
                                                nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_global_ir3);
 
@@ -684,7 +743,7 @@ lower_tess_eval_block(nir_block *block, nir_builder *b, struct state *state)
                                        levels[i] = &new_intr->dest.ssa;
                                }
 
-                               nir_ssa_def *v = nir_vec(b, levels, intr->num_components);
+                               nir_ssa_def *v = nir_vec(b, levels, dest_comp);
 
                                nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(v));
 
@@ -743,8 +802,6 @@ ir3_nir_lower_tess_eval(nir_shader *shader, unsigned topology)
 static void
 lower_gs_block(nir_block *block, nir_builder *b, struct state *state)
 {
-       nir_intrinsic_instr *outputs[32] = {};
-
        nir_foreach_instr_safe (instr, block) {
                if (instr->type != nir_instr_type_intrinsic)
                        continue;
@@ -752,38 +809,24 @@ lower_gs_block(nir_block *block, nir_builder *b, struct state *state)
                nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
 
                switch (intr->intrinsic) {
-               case nir_intrinsic_store_output: {
-                       // src[] = { value, offset }.
-
-                       uint32_t loc = nir_intrinsic_base(intr);
-                       outputs[loc] = intr;
-                       break;
-               }
-
                case nir_intrinsic_end_primitive: {
                        b->cursor = nir_before_instr(&intr->instr);
-                       nir_store_var(b, state->vertex_flags_var, nir_imm_int(b, 4), 0x1);
+                       nir_store_var(b, state->vertex_flags_out, nir_imm_int(b, 4), 0x1);
                        nir_instr_remove(&intr->instr);
                        break;
                }
 
                case nir_intrinsic_emit_vertex: {
-
                        /* Load the vertex count */
                        b->cursor = nir_before_instr(&intr->instr);
                        nir_ssa_def *count = nir_load_var(b, state->vertex_count_var);
 
                        nir_push_if(b, nir_ieq(b, count, local_thread_id(b)));
 
-                       for (uint32_t i = 0; i < ARRAY_SIZE(outputs); i++) {
-                               if (outputs[i]) {
-                                       nir_store_var(b, state->output_vars[i],
-                                                       outputs[i]->src[0].ssa,
-                                                       (1 << outputs[i]->num_components) - 1);
-
-                                       nir_instr_remove(&outputs[i]->instr);
-                               }
-                               outputs[i] = NULL;
+                       foreach_two_lists(dest_node, &state->emit_outputs, src_node, &state->old_outputs) {
+                               nir_variable *dest = exec_node_data(nir_variable, dest_node, node);
+                               nir_variable *src = exec_node_data(nir_variable, src_node, node);
+                               nir_copy_var(b, dest, src);
                        }
 
                        nir_instr_remove(&intr->instr);
@@ -791,92 +834,24 @@ lower_gs_block(nir_block *block, nir_builder *b, struct state *state)
                        nir_store_var(b, state->emitted_vertex_var,
                                        nir_iadd(b, nir_load_var(b, state->emitted_vertex_var), nir_imm_int(b, 1)), 0x1);
 
-                       nir_store_var(b, state->vertex_flags_out,
-                                       nir_load_var(b, state->vertex_flags_var), 0x1);
-
                        nir_pop_if(b, NULL);
 
                        /* Increment the vertex count by 1 */
                        nir_store_var(b, state->vertex_count_var,
                                        nir_iadd(b, count, nir_imm_int(b, 1)), 0x1); /* .x */
-                       nir_store_var(b, state->vertex_flags_var, nir_imm_int(b, 0), 0x1);
+                       nir_store_var(b, state->vertex_flags_out, nir_imm_int(b, 0), 0x1);
 
                        break;
                }
 
-               case nir_intrinsic_load_per_vertex_input: {
-                       // src[] = { vertex, offset }.
-
-                       b->cursor = nir_before_instr(&intr->instr);
-
-                       nir_ssa_def *offset = build_local_offset(b, state,
-                                       intr->src[0].ssa, // this is typically gl_InvocationID
-                                       nir_intrinsic_base(intr),
-                                       intr->src[1].ssa);
-
-                       replace_intrinsic(b, intr, nir_intrinsic_load_shared_ir3, offset, NULL, NULL);
-                       break;
-               }
-
-               case nir_intrinsic_load_invocation_id: {
-                       b->cursor = nir_before_instr(&intr->instr);
-
-                       nir_ssa_def *iid = build_invocation_id(b, state);
-                       nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(iid));
-                       nir_instr_remove(&intr->instr);
-                       break;
-               }
-
                default:
                        break;
                }
        }
 }
 
-static void
-emit_store_outputs(nir_builder *b, struct state *state)
-{
-       /* This also stores the internally added vertex_flags output. */
-
-       for (uint32_t i = 0; i < ARRAY_SIZE(state->output_vars); i++) {
-               if (!state->output_vars[i])
-                       continue;
-
-               nir_intrinsic_instr *store =
-                       nir_intrinsic_instr_create(b->shader, nir_intrinsic_store_output);
-
-               nir_intrinsic_set_base(store, i);
-               store->src[0] = nir_src_for_ssa(nir_load_var(b, state->output_vars[i]));
-               store->src[1] = nir_src_for_ssa(nir_imm_int(b, 0));
-               store->num_components = store->src[0].ssa->num_components;
-
-               nir_builder_instr_insert(b, &store->instr);
-       }
-}
-
-static void
-clean_up_split_vars(nir_shader *shader, struct exec_list *list)
-{
-       uint32_t components[32] = {};
-
-       nir_foreach_variable (var, list) {
-               uint32_t mask =
-                       ((1 << glsl_get_components(glsl_without_array(var->type))) - 1) << var->data.location_frac;
-               components[var->data.driver_location] |= mask;
-       }
-
-       nir_foreach_variable_safe (var, list) {
-               uint32_t mask =
-                       ((1 << glsl_get_components(glsl_without_array(var->type))) - 1) << var->data.location_frac;
-               bool subset =
-                       (components[var->data.driver_location] | mask) != mask;
-               if (subset)
-                       exec_node_remove(&var->node);
-       }
-}
-
 void
-ir3_nir_lower_gs(nir_shader *shader, struct ir3_shader *s)
+ir3_nir_lower_gs(nir_shader *shader)
 {
        struct state state = { };
 
@@ -885,21 +860,17 @@ ir3_nir_lower_gs(nir_shader *shader, struct ir3_shader *s)
                nir_print_shader(shader, stderr);
        }
 
-       clean_up_split_vars(shader, &shader->inputs);
-       clean_up_split_vars(shader, &shader->outputs);
-
        build_primitive_map(shader, &state.map, &shader->inputs);
 
-       uint32_t loc = 0;
-       nir_foreach_variable (var, &shader->outputs) {
-               uint32_t end = var->data.driver_location + glsl_count_attribute_slots(var->type, false);
-               loc = MAX2(loc, end);
-       }
-
+       /* Create an output var for vertex_flags. This will be shadowed below,
+        * same way regular outputs get shadowed, and this variable will become a
+        * temporary.
+        */
        state.vertex_flags_out = nir_variable_create(shader, nir_var_shader_out,
                        glsl_uint_type(), "vertex_flags");
-       state.vertex_flags_out->data.driver_location = loc;
+       state.vertex_flags_out->data.driver_location = shader->num_outputs++;
        state.vertex_flags_out->data.location = VARYING_SLOT_GS_VERTEX_FLAGS_IR3;
+       state.vertex_flags_out->data.interpolation = INTERP_MODE_NONE;
 
        nir_function_impl *impl = nir_shader_get_entrypoint(shader);
        assert(impl);
@@ -910,25 +881,48 @@ ir3_nir_lower_gs(nir_shader *shader, struct ir3_shader *s)
 
        state.header = nir_load_gs_header_ir3(&b);
 
-       nir_foreach_variable (var, &shader->outputs) {
-               state.output_vars[var->data.driver_location] = 
-                       nir_local_variable_create(impl, var->type,
-                                       ralloc_asprintf(var, "%s:gs-temp", var->name));
+       /* Generate two set of shadow vars for the output variables.  The first
+        * set replaces the real outputs and the second set (emit_outputs) we'll
+        * assign in the emit_vertex conditionals.  Then at the end of the shader
+        * we copy the emit_outputs to the real outputs, so that we get
+        * store_output in uniform control flow.
+        */
+       exec_list_move_nodes_to(&shader->outputs, &state.old_outputs);
+       exec_list_make_empty(&state.emit_outputs);
+       nir_foreach_variable(var, &state.old_outputs) {
+               /* Create a new output var by cloning the original output var and
+                * stealing the name.
+                */
+               nir_variable *output = nir_variable_clone(var, shader);
+               exec_list_push_tail(&shader->outputs, &output->node);
+
+               /* Rewrite the original output to be a shadow variable. */
+               var->name = ralloc_asprintf(var, "%s@gs-temp", output->name);
+               var->data.mode = nir_var_shader_temp;
+
+               /* Clone the shadow variable to create the emit shadow variable that
+                * we'll assign in the emit conditionals.
+                */
+               nir_variable *emit_output = nir_variable_clone(var, shader);
+               emit_output->name = ralloc_asprintf(var, "%s@emit-temp", output->name);
+               exec_list_push_tail(&state.emit_outputs, &emit_output->node);
        }
 
+       /* During the shader we'll keep track of which vertex we're currently
+        * emitting for the EmitVertex test and how many vertices we emitted so we
+        * know to discard if didn't emit any.  In most simple shaders, this can
+        * all be statically determined and gets optimized away.
+        */
        state.vertex_count_var =
                nir_local_variable_create(impl, glsl_uint_type(), "vertex_count");
        state.emitted_vertex_var =
                nir_local_variable_create(impl, glsl_uint_type(), "emitted_vertex");
-       state.vertex_flags_var =
-               nir_local_variable_create(impl, glsl_uint_type(), "vertex_flags");
-       state.vertex_flags_out = state.output_vars[state.vertex_flags_out->data.driver_location];
 
-       /* initialize to 0 */
+       /* Initialize to 0. */
        b.cursor = nir_before_cf_list(&impl->body);
        nir_store_var(&b, state.vertex_count_var, nir_imm_int(&b, 0), 0x1);
        nir_store_var(&b, state.emitted_vertex_var, nir_imm_int(&b, 0), 0x1);
-       nir_store_var(&b, state.vertex_flags_var, nir_imm_int(&b, 4), 0x1);
+       nir_store_var(&b, state.vertex_flags_out, nir_imm_int(&b, 4), 0x1);
 
        nir_foreach_block_safe (block, impl)
                lower_gs_block(block, &b, &state);
@@ -946,11 +940,24 @@ ir3_nir_lower_gs(nir_shader *shader, struct ir3_shader *s)
 
                nir_builder_instr_insert(&b, &discard_if->instr);
 
-               emit_store_outputs(&b, &state);
+               foreach_two_lists(dest_node, &shader->outputs, src_node, &state.emit_outputs) {
+                       nir_variable *dest = exec_node_data(nir_variable, dest_node, node);
+                       nir_variable *src = exec_node_data(nir_variable, src_node, node);
+                       nir_copy_var(&b, dest, src);
+               }
        }
 
+       exec_list_append(&shader->globals, &state.old_outputs);
+       exec_list_append(&shader->globals, &state.emit_outputs);
+
        nir_metadata_preserve(impl, 0);
 
+       nir_lower_global_vars_to_local(shader);
+       nir_split_var_copies(shader);
+       nir_lower_var_copies(shader);
+
+       nir_fixup_deref_modes(shader);
+
        if (shader_debug_enabled(shader->info.stage)) {
                fprintf(stderr, "NIR (after gs lowering):\n");
                nir_print_shader(shader, stderr);
@@ -982,7 +989,7 @@ ir3_link_geometry_stages(const struct ir3_shader_variant *producer,
                nir_foreach_variable(out_var, &producer->shader->nir->outputs) {
                        if (in_var->data.location == out_var->data.location) {
                                locs[in_var->data.driver_location] =
-                                       producer->shader->output_loc[out_var->data.driver_location] * factor;
+                                       producer->output_loc[out_var->data.driver_location] * factor;
 
                                debug_assert(num_loc <= in_var->data.driver_location + 1);
                                num_loc = in_var->data.driver_location + 1;