With compat creeping up to geometry and tess shaders, lowering texcoord
accesses/writes becomes more complicated. Since it's an optimization
anyways, just avoid the complication for now.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
if (producer) {
producer_info.get(producer->ir, num_tfeedback_decls, tfeedback_decls);
+ if (producer->Stage == MESA_SHADER_TESS_CTRL)
+ producer_info.lower_texcoord_array = false;
+
if (!consumer) {
/* At least eliminate unused gl_TexCoord elements. */
if (producer_info.lower_texcoord_array) {
if (consumer) {
consumer_info.get(consumer->ir, 0, NULL);
+ if (consumer->Stage != MESA_SHADER_FRAGMENT)
+ consumer_info.lower_texcoord_array = false;
+
if (!producer) {
/* At least eliminate unused gl_TexCoord elements. */
if (consumer_info.lower_texcoord_array) {