}
}
+ if (info->processor == PIPE_SHADER_TESS_CTRL &&
+ src->Register.File == TGSI_FILE_OUTPUT) {
+ unsigned input;
+
+ if (src->Register.Indirect && src->Indirect.ArrayID)
+ input = info->output_array_first[src->Indirect.ArrayID];
+ else
+ input = src->Register.Index;
+
+ switch (info->output_semantic_name[input]) {
+ case TGSI_SEMANTIC_PATCH:
+ info->reads_perpatch_outputs = true;
+ break;
+ case TGSI_SEMANTIC_TESSINNER:
+ case TGSI_SEMANTIC_TESSOUTER:
+ info->reads_tessfactor_outputs = true;
+ break;
+ default:
+ info->reads_pervertex_outputs = true;
+ }
+ }
+
/* check for indirect register reads */
if (src->Register.Indirect) {
info->indirect_files |= (1 << src->Register.File);
case TGSI_SEMANTIC_SAMPLEMASK:
info->reads_samplemask = TRUE;
break;
+ case TGSI_SEMANTIC_TESSINNER:
+ case TGSI_SEMANTIC_TESSOUTER:
+ info->reads_tess_factors = true;
+ break;
}
break;
uint opcode_count[TGSI_OPCODE_LAST]; /**< opcode histogram */
+ /**
+ * If a tessellation control shader reads outputs, this describes which ones.
+ */
+ boolean reads_pervertex_outputs;
+ boolean reads_perpatch_outputs;
+ boolean reads_tessfactor_outputs;
+
ubyte colors_read; /**< which color components are read by the FS */
ubyte colors_written;
boolean reads_position; /**< does fragment shader read position? */
boolean reads_z; /**< does fragment shader read depth? */
boolean reads_samplemask; /**< does fragment shader read sample mask? */
+ boolean reads_tess_factors; /**< If TES reads TESSINNER or TESSOUTER */
boolean writes_z; /**< does fragment shader write Z value? */
boolean writes_stencil; /**< does fragment shader write stencil value? */
boolean writes_samplemask; /**< does fragment shader write sample mask? */