vc4: Only call nir_lower_io on shader_in/out
authorJason Ekstrand <jason@jlekstrand.net>
Wed, 10 Jun 2020 22:53:18 +0000 (17:53 -0500)
committerMarge Bot <eric+marge@anholt.net>
Mon, 6 Jul 2020 19:54:30 +0000 (19:54 +0000)
Gallium drivers should never see nir_var_uniform because gallium lowers
regular uniforms to a UBO.  No GL driver should ever see either
nir_var_mem_shared because that's lowered in GLSL IR.

Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5418>

src/gallium/drivers/vc4/vc4_program.c

index b06bd89963c1cd52c952b08e3af16d8b859d48f6..3ad81a0590958d29b3258c7e90aa964b366cc57f 100644 (file)
@@ -2470,8 +2470,8 @@ vc4_shader_state_create(struct pipe_context *pctx,
         if (s->info.stage == MESA_SHADER_VERTEX)
                 NIR_PASS_V(s, nir_lower_point_size, 1.0f, 0.0f);
 
-        NIR_PASS_V(s, nir_lower_io, nir_var_all, type_size,
-                   (nir_lower_io_options)0);
+        NIR_PASS_V(s, nir_lower_io, nir_var_shader_in | nir_var_shader_out,
+                   type_size, (nir_lower_io_options)0);
 
         NIR_PASS_V(s, nir_lower_regs_to_ssa);
         NIR_PASS_V(s, nir_normalize_cubemap_coords);