* by a vertex number (such as geometry shader inputs).
*/
static bool
-stage_uses_per_vertex_inputs(struct lower_io_state *state)
+is_per_vertex_input(struct lower_io_state *state, nir_variable *var)
{
gl_shader_stage stage = state->builder.shader->stage;
- return stage == MESA_SHADER_GEOMETRY;
+
+ return var->data.mode == nir_var_shader_in && !var->data.patch &&
+ (stage == MESA_SHADER_TESS_CTRL ||
+ stage == MESA_SHADER_TESS_EVAL ||
+ stage == MESA_SHADER_GEOMETRY);
}
static unsigned
if (mode != nir_var_shader_in && mode != nir_var_uniform)
continue;
- bool per_vertex = stage_uses_per_vertex_inputs(state) &&
- mode == nir_var_shader_in;
+ bool per_vertex =
+ is_per_vertex_input(state, intrin->variables[0]->var);
nir_ssa_def *indirect;
nir_ssa_def *vertex_index;