b->cursor = nir_before_block(nir_start_block(b->impl));
assert(state->view_mask != 0);
- if (0 && _mesa_bitcount(state->view_mask) == 1) {
+ if (_mesa_bitcount(state->view_mask) == 1) {
+ /* Set the view index directly. */
state->view_index = nir_imm_int(b, ffs(state->view_mask) - 1);
} else if (state->builder.shader->info.stage == MESA_SHADER_VERTEX) {
/* We only support 16 viewports */
assert(view_index->parent_instr->block == nir_start_block(entrypoint));
b->cursor = nir_after_instr(view_index->parent_instr);
- nir_variable *view_index_out =
- nir_variable_create(shader, nir_var_shader_out,
- glsl_int_type(), "view index");
- view_index_out->data.location = VARYING_SLOT_VIEW_INDEX;
- nir_store_var(b, view_index_out, view_index, 0x1);
+ /* Unless there is only one possible view index (that would be set
+ * directly), pass it to the next stage. */
+ if (_mesa_bitcount(state.view_mask) != 1) {
+ nir_variable *view_index_out =
+ nir_variable_create(shader, nir_var_shader_out,
+ glsl_int_type(), "view index");
+ view_index_out->data.location = VARYING_SLOT_VIEW_INDEX;
+ nir_store_var(b, view_index_out, view_index, 0x1);
+ }
nir_variable *layer_id_out =
nir_variable_create(shader, nir_var_shader_out,