}
}
-static bool
-remap_inputs_with_vue_map(nir_block *block, const struct brw_vue_map *vue_map)
-{
- nir_foreach_instr(instr, block) {
- if (instr->type != nir_instr_type_intrinsic)
- continue;
-
- nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
-
- if (intrin->intrinsic == nir_intrinsic_load_input ||
- intrin->intrinsic == nir_intrinsic_load_per_vertex_input) {
- int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]];
- assert(vue_slot != -1);
- intrin->const_index[0] = vue_slot;
- }
- }
- return true;
-}
-
static bool
remap_tess_levels(nir_builder *b, nir_intrinsic_instr *intr,
GLenum primitive_mode)
/* Inputs are stored in vec4 slots, so use type_size_vec4(). */
nir_lower_io(nir, nir_var_shader_in, type_size_vec4, 0);
- if (is_scalar || nir->stage != MESA_SHADER_GEOMETRY) {
- /* This pass needs actual constants */
- nir_opt_constant_folding(nir);
+ if (nir->stage == MESA_SHADER_GEOMETRY && !is_scalar)
+ return;
- add_const_offset_to_base(nir, nir_var_shader_in);
+ /* This pass needs actual constants */
+ nir_opt_constant_folding(nir);
- nir_foreach_function(function, nir) {
- if (function->impl) {
- nir_foreach_block(block, function->impl) {
- remap_inputs_with_vue_map(block, vue_map);
+ add_const_offset_to_base(nir, nir_var_shader_in);
+
+ nir_foreach_function(function, nir) {
+ if (!function->impl)
+ continue;
+
+ nir_foreach_block(block, function->impl) {
+ nir_foreach_instr(instr, block) {
+ if (instr->type != nir_instr_type_intrinsic)
+ continue;
+
+ nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
+
+ if (intrin->intrinsic == nir_intrinsic_load_input ||
+ intrin->intrinsic == nir_intrinsic_load_per_vertex_input) {
+ int vue_slot = vue_map->varying_to_slot[intrin->const_index[0]];
+ assert(vue_slot != -1);
+ intrin->const_index[0] = vue_slot;
}
}
}