c.prog_data.output_topology =
get_hw_prim_for_gl_prim(gp->program.OutputType);
+ /* The GLSL linker will have already matched up GS inputs and the outputs
+ * of prior stages. The driver does extend VS outputs in some cases, but
+ * only for legacy OpenGL or Gen4-5 hardware, neither of which offer
+ * geometry shader support. So we can safely ignore that.
+ *
+ * For SSO pipelines, we use a fixed VUE map layout based on variable
+ * locations, so we can rely on rendezvous-by-location making this work.
+ *
+ * However, we need to ignore VARYING_SLOT_PRIMITIVE_ID, as it's not
+ * written by previous stages and shows up via payload magic.
+ */
+ GLbitfield64 inputs_read =
+ gp->program.Base.InputsRead & ~VARYING_BIT_PRIMITIVE_ID;
brw_compute_vue_map(brw->intelScreen->devinfo,
- &c.input_vue_map, c.key.input_varyings,
+ &c.input_vue_map, inputs_read,
prog->SeparateShader);
/* GS inputs are read from the VUE 256 bits (2 vec4's) at a time, so we
/* _NEW_TEXTURE */
brw_populate_sampler_prog_key_data(ctx, prog, stage_state->sampler_count,
&key->tex);
-
- /* BRW_NEW_VUE_MAP_VS */
- key->input_varyings = brw->vue_map_vs.slots_valid;
}
void
brw_setup_tex_for_precompile(brw, &key.tex, prog);
key.program_string_id = bgp->id;
- /* Assume that the set of varyings coming in from the vertex shader exactly
- * matches what the geometry shader requires.
- */
- key.input_varyings = gp->Base.InputsRead;
-
success = brw_codegen_gs_prog(brw, shader_prog, bgp, &key);
brw->gs.base.prog_offset = old_prog_offset;