class varying_matches
{
public:
- varying_matches(bool disable_varying_packing, bool consumer_is_fs);
+ varying_matches(bool disable_varying_packing,
+ gl_shader_stage producer_stage,
+ gl_shader_stage consumer_stage);
~varying_matches();
void record(ir_variable *producer_var, ir_variable *consumer_var);
unsigned assign_locations();
*/
unsigned matches_capacity;
- const bool consumer_is_fs;
+ gl_shader_stage producer_stage;
+ gl_shader_stage consumer_stage;
};
} /* anonymous namespace */
varying_matches::varying_matches(bool disable_varying_packing,
- bool consumer_is_fs)
+ gl_shader_stage producer_stage,
+ gl_shader_stage consumer_stage)
: disable_varying_packing(disable_varying_packing),
- consumer_is_fs(consumer_is_fs)
+ producer_stage(producer_stage),
+ consumer_stage(consumer_stage)
{
/* Note: this initial capacity is rather arbitrarily chosen to be large
* enough for many cases without wasting an unreasonable amount of space.
}
if ((consumer_var == NULL && producer_var->type->contains_integer()) ||
- !consumer_is_fs) {
+ consumer_stage != MESA_SHADER_FRAGMENT) {
/* Since this varying is not being consumed by the fragment shader, its
* interpolation type varying cannot possibly affect rendering. Also,
* this variable is non-flat and is (or contains) an integer.
this->matches[this->num_matches].packing_order
= this->compute_packing_order(var);
if (this->disable_varying_packing) {
- unsigned slots = var->type->is_array()
- ? (var->type->length * var->type->fields.array->matrix_columns)
- : var->type->matrix_columns;
+ const struct glsl_type *type = var->type;
+ unsigned slots;
+
+ /* Some shader stages have 2-dimensional varyings. Use the inner type. */
+ if (!var->data.patch &&
+ ((var == producer_var && producer_stage == MESA_SHADER_TESS_CTRL) ||
+ (var == consumer_var && (consumer_stage == MESA_SHADER_TESS_CTRL ||
+ consumer_stage == MESA_SHADER_TESS_EVAL ||
+ consumer_stage == MESA_SHADER_GEOMETRY)))) {
+ assert(type->is_array());
+ type = type->fields.array;
+ }
+
+ slots = (type->is_array()
+ ? (type->length * type->fields.array->matrix_columns)
+ : type->matrix_columns);
this->matches[this->num_matches].num_components = 4 * slots;
} else {
this->matches[this->num_matches].num_components
(producer && producer->Stage == MESA_SHADER_TESS_CTRL);
varying_matches matches(disable_varying_packing,
- consumer && consumer->Stage == MESA_SHADER_FRAGMENT);
+ producer ? producer->Stage : (gl_shader_stage)-1,
+ consumer ? consumer->Stage : (gl_shader_stage)-1);
hash_table *tfeedback_candidates
= hash_table_ctor(0, hash_table_string_hash, hash_table_string_compare);
hash_table *consumer_inputs