var->data.patch = ir->data.patch;
var->data.invariant = ir->data.invariant;
var->data.location = ir->data.location;
+ var->data.compact = false;
switch(ir->data.mode) {
case ir_var_auto:
var->data.mode = nir_var_system_value;
} else {
var->data.mode = nir_var_shader_in;
+
+ if (shader->stage == MESA_SHADER_TESS_EVAL &&
+ (ir->data.location == VARYING_SLOT_TESS_LEVEL_INNER ||
+ ir->data.location == VARYING_SLOT_TESS_LEVEL_OUTER)) {
+ var->data.compact = ir->type->without_array()->is_scalar();
+ }
}
break;
case ir_var_shader_out:
var->data.mode = nir_var_shader_out;
+ if (shader->stage == MESA_SHADER_TESS_CTRL &&
+ (ir->data.location == VARYING_SLOT_TESS_LEVEL_INNER ||
+ ir->data.location == VARYING_SLOT_TESS_LEVEL_OUTER)) {
+ var->data.compact = ir->type->without_array()->is_scalar();
+ }
break;
case ir_var_uniform:
var->data.interpolation = ir->data.interpolation;
var->data.origin_upper_left = ir->data.origin_upper_left;
var->data.pixel_center_integer = ir->data.pixel_center_integer;
- var->data.compact = false;
var->data.location_frac = ir->data.location_frac;
switch (ir->data.depth_layout) {