if (stp->Base.arb.IsPositionInvariant)
_mesa_insert_mvp_code(st->ctx, &stp->Base);
- st_prepare_vertex_program(stp);
-
/* ARB_vp: */
if (!stp->glsl_to_tgsi) {
_mesa_remove_output_reads(&stp->Base, PROGRAM_OUTPUT);
stp->state.type = PIPE_SHADER_IR_NIR;
stp->Base.nir = st_translate_prog_to_nir(st, &stp->Base,
MESA_SHADER_VERTEX);
+
+ /* We must update stp->Base.info after translation and before
+ * st_prepare_vertex_program is called, because inputs_read
+ * may become outdated after NIR optimization passes.
+ *
+ * For ffvp/ARB_vp inputs_read is populated based
+ * on declared attributes without taking their usage into
+ * consideration. When creating shader variants we expect
+ * that their inputs_read would match the base ones for
+ * input mapping to work properly.
+ */
+ nir_shader_gather_info(stp->Base.nir,
+ nir_shader_get_entrypoint(stp->Base.nir));
+ stp->Base.info = stp->Base.nir->info;
+
/* For st_draw_feedback, we need to generate TGSI too if draw doesn't
* use LLVM.
*/
- if (draw_has_llvm())
+ if (draw_has_llvm()) {
+ st_prepare_vertex_program(stp);
return true;
+ }
}
}
+ st_prepare_vertex_program(stp);
+
/* Get semantic names and indices. */
for (attr = 0; attr < VARYING_SLOT_MAX; attr++) {
if (stp->Base.info.outputs_written & BITFIELD64_BIT(attr)) {