nir/scheduler: Handle nir_intrinsic_load_per_vertex_input
authorNeil Roberts <nroberts@igalia.com>
Tue, 16 Jun 2020 17:22:47 +0000 (19:22 +0200)
committerNeil Roberts <nroberts@igalia.com>
Mon, 22 Jun 2020 06:23:06 +0000 (08:23 +0200)
commitdf8dc30cea76179c7bca510ed48dff938982be8b
tree4a14dc44fe3b5b2a9704f7641d885e627c9623a9
parent281f777433f36bff7dea75166be406e2fc22f30b
nir/scheduler: Handle nir_intrinsic_load_per_vertex_input

load_per_vertex_input should probably be handled in the same way as a
regular load_input. I think the nir_schedule pass was written before V3D
had geometry shader support, so that is probably why it hasn’t taken
this into account until now.

Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5561>
src/compiler/nir/nir_schedule.c