Unlike the vertex shaders, the memory for inputs and outputs is stored
in separate segments so the scheduler doesn’t need to serialise them.
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>
*/
.stages_with_shared_io_memory =
(((1 << MESA_ALL_SHADER_STAGES) - 1) &
- ~(1 << MESA_SHADER_FRAGMENT)),
+ ~((1 << MESA_SHADER_FRAGMENT) |
+ (1 << MESA_SHADER_GEOMETRY))),
};
NIR_PASS_V(c->s, nir_schedule, &schedule_options);