}
}
- /* Remap the locations to slots so those requiring two slots will occupy
- * two locations. For instance, if we have in the IR code a dvec3 attr0 in
- * location 0 and vec4 attr1 in location 1, in NIR attr0 will use
- * locations/slots 0 and 1, and attr1 will use location/slot 2 */
- if (shader->info.stage == MESA_SHADER_VERTEX)
- nir_remap_dual_slot_attributes(shader, &sh->Program->DualSlotInputs);
-
shader->info.name = ralloc_asprintf(shader, "GLSL%d", shader_prog->Name);
if (shader_prog->Label)
shader->info.label = ralloc_strdup(shader, shader_prog->Label);
nir = _mesa_spirv_to_nir(ctx, shader_prog, stage, options);
} else {
nir = glsl_to_nir(ctx, shader_prog, stage, options);
+
+ /* Remap the locations to slots so those requiring two slots will
+ * occupy two locations. For instance, if we have in the IR code a
+ * dvec3 attr0 in location 0 and vec4 attr1 in location 1, in NIR attr0
+ * will use locations/slots 0 and 1, and attr1 will use location/slot 2
+ */
+ if (nir->info.stage == MESA_SHADER_VERTEX)
+ nir_remap_dual_slot_attributes(nir, &prog->DualSlotInputs);
}
assert (nir);
if (num_shaders == 1)
st_nir_opts(nir);
+ /* Remap the locations to slots so those requiring two slots will occupy
+ * two locations. For instance, if we have in the IR code a dvec3 attr0 in
+ * location 0 and vec4 attr1 in location 1, in NIR attr0 will use
+ * locations/slots 0 and 1, and attr1 will use location/slot 2
+ */
+ if (nir->info.stage == MESA_SHADER_VERTEX && !shader_program->data->spirv)
+ nir_remap_dual_slot_attributes(nir, &shader->Program->DualSlotInputs);
+
NIR_PASS_V(nir, st_nir_lower_wpos_ytransform, shader->Program,
st->pipe->screen);