Switch to using texcoord intrinsic support.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
if (shader->type == PIPE_SHADER_IR_TGSI)
tgsi_scan_shader(shader->tokens, &dfs->info);
else
- nir_tgsi_scan_shader(shader->ir.nir, &dfs->info, false);
+ nir_tgsi_scan_shader(shader->ir.nir, &dfs->info, true);
}
return dfs;
tgsi_scan_shader(state->tokens, &gs->info);
} else
- nir_tgsi_scan_shader(state->ir.nir, &gs->info, false);
+ nir_tgsi_scan_shader(state->ir.nir, &gs->info, true);
/* setup the defaults */
gs->max_out_prims = 0;
/* due to some bugs in the feedback state tracker we have to check
for ir.nir & PIPE_SHADER_IR_NIR here. */
if (state->ir.nir && state->type == PIPE_SHADER_IR_NIR)
- nir_tgsi_scan_shader(state->ir.nir, &vs->base.info, false);
+ nir_tgsi_scan_shader(state->ir.nir, &vs->base.info, true);
else {
/* we make a private copy of the tokens */
vs->base.state.tokens = tgsi_dup_tokens(state->tokens);
line_width->data.driver_location = highest_drv_location + 1;
}
shader->num_inputs++;
- *varying = tgsi_get_generic_gl_varying_index(line_width->data.location, false);
+ *varying = tgsi_get_generic_gl_varying_index(line_width->data.location, true);
state.line_width_input = line_width;
nir_foreach_function(function, shader) {
aapoint_input->data.driver_location = highest_drv_location + 1;
shader->num_inputs++;
- *varying = tgsi_get_generic_gl_varying_index(aapoint_input->data.location, false);
+ *varying = tgsi_get_generic_gl_varying_index(aapoint_input->data.location, true);
state.input = aapoint_input;
nir_foreach_function(function, shader) {
shader->base.tokens = tgsi_dup_tokens(templ->tokens);
} else {
shader->base.ir.nir = templ->ir.nir;
- nir_tgsi_scan_shader(templ->ir.nir, &shader->info.base, false);
+ nir_tgsi_scan_shader(templ->ir.nir, &shader->info.base, true);
}
shader->draw_data = draw_create_fragment_shader(llvmpipe->draw, templ);