static void
lower_io_arrays_to_elements(nir_shader *shader, nir_variable_mode mask,
uint64_t *indirects, uint64_t *patch_indirects,
- struct hash_table *varyings)
+ struct hash_table *varyings,
+ bool after_cross_stage_opts)
{
nir_foreach_function(function, shader) {
if (function->impl) {
glsl_type_is_struct(glsl_without_array(type)))
continue;
- if (var->data.location < VARYING_SLOT_VAR0 &&
+ /* Skip builtins */
+ if (!after_cross_stage_opts &&
+ var->data.location < VARYING_SLOT_VAR0 &&
var->data.location >= 0)
continue;
/* Don't bother splitting if we can't opt away any unused
* elements.
*/
- if (var->data.always_active_io)
+ if (!after_cross_stage_opts && var->data.always_active_io)
continue;
switch (intr->intrinsic) {
uint64_t indirects[4] = {0}, patch_indirects[4] = {0};
lower_io_arrays_to_elements(shader, nir_var_shader_out, indirects,
- patch_indirects, split_outputs);
+ patch_indirects, split_outputs, true);
lower_io_arrays_to_elements(shader, nir_var_shader_in, indirects,
- patch_indirects, split_inputs);
+ patch_indirects, split_inputs, true);
/* Remove old input from the shaders inputs list */
struct hash_entry *entry;
nir_var_shader_in);
lower_io_arrays_to_elements(producer, nir_var_shader_out, indirects,
- patch_indirects, split_outputs);
+ patch_indirects, split_outputs, false);
lower_io_arrays_to_elements(consumer, nir_var_shader_in, indirects,
- patch_indirects, split_inputs);
+ patch_indirects, split_inputs, false);
/* Remove old input from the shaders inputs list */
struct hash_entry *entry;