? NULL : warn_extension_table[this->data.warn_extension_index];
}
+unsigned
+ir_variable::count_attribute_slots(bool is_vertex_stage) const
+{
+ bool is_vs_input = is_vertex_stage && this->data.mode == ir_var_shader_in;
+ return this->type->count_attribute_slots(is_vs_input);
+}
+
ir_function_signature::ir_function_signature(const glsl_type *return_type,
builtin_available_predicate b)
: ir_instruction(ir_type_function_signature),
return this->u.max_ifc_array_access;
}
+ unsigned count_attribute_slots(bool is_vertex_stage) const;
+
inline unsigned get_num_state_slots() const
{
assert(!this->is_interface_instance()
ir_set_program_inouts_visitor::mark_whole_variable(ir_variable *var)
{
const glsl_type *type = var->type;
- bool is_vertex_input = false;
+
if (this->shader_stage == MESA_SHADER_GEOMETRY &&
var->data.mode == ir_var_shader_in && type->is_array()) {
type = type->fields.array;
type = type->fields.array;
}
- if (this->shader_stage == MESA_SHADER_VERTEX &&
- var->data.mode == ir_var_shader_in)
- is_vertex_input = true;
-
- mark(this->prog, var, 0, type->count_attribute_slots(is_vertex_input),
+ mark(this->prog, var, 0,
+ var->count_attribute_slots(this->shader_stage == MESA_SHADER_VERTEX),
this->shader_stage);
}
var->data.mode == ir_var_shader_out &&
var_counts_against_varying_limit(producer->Stage, var)) {
/* outputs for fragment shader can't be doubles */
- output_vectors += var->type->count_attribute_slots(false);
+ output_vectors += var->count_attribute_slots(false);
}
}
var->data.mode == ir_var_shader_in &&
var_counts_against_varying_limit(consumer->Stage, var)) {
/* vertex inputs aren't varying counted */
- input_vectors += var->type->count_attribute_slots(false);
+ input_vectors += var->count_attribute_slots(false);
}
}
return false;
}
- const unsigned slots = var->type->count_attribute_slots(target_index == MESA_SHADER_VERTEX);
+ const unsigned slots = var->count_attribute_slots(target_index == MESA_SHADER_VERTEX);
/* If the variable is not a built-in and has a location statically
* assigned in the shader (presumably via a layout qualifier), make sure
*/
for (unsigned i = 0; i < assigned_attr; i++) {
unsigned assigned_slots =
- assigned[i]->type->count_attribute_slots(false);
+ assigned[i]->count_attribute_slots(false);
unsigned assig_attr =
assigned[i]->data.location - generic_base;
unsigned assigned_use_mask = (1 << assigned_slots) - 1;
ir_variable *var = node->as_variable();
if (var && var->data.mode == ir_var_shader_out)
/* since there are no double fs outputs - pass false */
- fragment_outputs += var->type->count_attribute_slots(false);
+ fragment_outputs += var->count_attribute_slots(false);
}
}
}