Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
assert(nir->info.stage == MESA_SHADER_VERTEX ||
nir->info.stage == MESA_SHADER_GEOMETRY ||
+ nir->info.stage == MESA_SHADER_TESS_CTRL ||
+ nir->info.stage == MESA_SHADER_TESS_EVAL ||
nir->info.stage == MESA_SHADER_FRAGMENT);
info->processor = pipe_shader_type_from_mesa(nir->info.stage);
&nir->num_outputs,
nir->info.stage);
st_nir_fixup_varying_slots(st, &nir->outputs);
- } else if (nir->info.stage == MESA_SHADER_GEOMETRY) {
+ } else if (nir->info.stage == MESA_SHADER_GEOMETRY ||
+ nir->info.stage == MESA_SHADER_TESS_CTRL ||
+ nir->info.stage == MESA_SHADER_TESS_EVAL) {
sort_varyings(&nir->inputs);
st_nir_assign_var_locations(&nir->inputs,
&nir->num_inputs,