get_io_offset(nir_builder *b, nir_deref_instr *deref, nir_variable *var,
unsigned *element_index, nir_ssa_def **vertex_index)
{
- bool vs_in = (b->shader->info.stage == MESA_SHADER_VERTEX) &&
- (var->data.mode == nir_var_shader_in);
-
nir_deref_path path;
nir_deref_path_init(&path, deref, NULL);
assert(c); /* must not be indirect dereference */
- unsigned size = glsl_count_attribute_slots((*p)->type, vs_in);
+ unsigned size = glsl_count_attribute_slots((*p)->type, false);
offset += size * c->u32[0];
unsigned num_elements = glsl_type_is_array((*p)->type) ?
#include "program/prog_parameter.h"
#include "program/ir_to_mesa.h"
#include "main/mtypes.h"
+#include "main/imports.h"
#include "main/errors.h"
#include "main/shaderapi.h"
#include "main/uniforms.h"
static void
st_nir_assign_vs_in_locations(struct gl_program *prog, nir_shader *nir)
{
- unsigned attr, num_inputs = 0;
- unsigned input_to_index[VERT_ATTRIB_MAX] = {0};
-
- /* TODO de-duplicate w/ similar code in st_translate_vertex_program()? */
- for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
- if ((prog->info.inputs_read & BITFIELD64_BIT(attr)) != 0) {
- input_to_index[attr] = num_inputs;
- num_inputs++;
- if ((prog->DualSlotInputs & BITFIELD64_BIT(attr)) != 0) {
- /* add placeholder for second part of a double attribute */
- num_inputs++;
- }
- } else {
- input_to_index[attr] = ~0;
- }
- }
-
- /* bit of a hack, mirroring st_translate_vertex_program */
- input_to_index[VERT_ATTRIB_EDGEFLAG] = num_inputs;
-
nir->num_inputs = 0;
nir_foreach_variable_safe(var, &nir->inputs) {
- attr = var->data.location;
- assert(attr < ARRAY_SIZE(input_to_index));
-
- if (input_to_index[attr] != ~0u) {
- var->data.driver_location = input_to_index[attr];
+ /* NIR already assigns dual-slot inputs to two locations so all we have
+ * to do is compact everything down.
+ */
+ if (var->data.location == VERT_ATTRIB_EDGEFLAG) {
+ /* bit of a hack, mirroring st_translate_vertex_program */
+ var->data.driver_location = _mesa_bitcount_64(nir->info.inputs_read);
+ } else if (nir->info.inputs_read & BITFIELD64_BIT(var->data.location)) {
+ var->data.driver_location =
+ _mesa_bitcount_64(nir->info.inputs_read &
+ BITFIELD64_MASK(var->data.location));
nir->num_inputs++;
} else {
/* Move unused input variables to the globals list (with no
nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
shader->Program->info = nir->info;
+ if (i == MESA_SHADER_VERTEX) {
+ /* NIR expands dual-slot inputs out to two locations. We need to
+ * compact things back down GL-style single-slot inputs to avoid
+ * confusing the state tracker.
+ */
+ shader->Program->info.inputs_read =
+ nir_get_single_slot_attribs_mask(nir->info.inputs_read,
+ shader->Program->DualSlotInputs);
+ }
if (prev != -1) {
struct gl_program *prev_shader =