nir->info->patch_inputs_read = key->patch_inputs_read;
struct brw_vue_map input_vue_map;
- brw_compute_tess_vue_map(&input_vue_map,
- nir->info->inputs_read & ~VARYING_BIT_PRIMITIVE_ID,
+ brw_compute_tess_vue_map(&input_vue_map, nir->info->inputs_read,
nir->info->patch_inputs_read);
nir = brw_nir_apply_sampler_key(nir, devinfo, &key->tex, is_scalar);
*
* For SSO pipelines, we use a fixed VUE map layout based on variable
* locations, so we can rely on rendezvous-by-location making this work.
- *
- * However, we need to ignore VARYING_SLOT_PRIMITIVE_ID, as it's not
- * written by previous stages and shows up via payload magic.
*/
- GLbitfield64 inputs_read =
- shader->info->inputs_read & ~VARYING_BIT_PRIMITIVE_ID;
+ GLbitfield64 inputs_read = shader->info->inputs_read;
brw_compute_vue_map(compiler->devinfo,
&c.input_vue_map, inputs_read,
shader->info->separate_shader);
shader = brw_postprocess_nir(shader, compiler->devinfo, is_scalar);
prog_data->include_primitive_id =
- (shader->info->inputs_read & VARYING_BIT_PRIMITIVE_ID) ||
- (shader->info->system_values_read & (1 << SYSTEM_VALUE_PRIMITIVE_ID));
+ (shader->info->system_values_read & (1 << SYSTEM_VALUE_PRIMITIVE_ID)) != 0;
prog_data->invocations = shader->info->gs.invocations;
nir->info->patch_outputs_written = key->patch_outputs_written;
struct brw_vue_map input_vue_map;
- brw_compute_vue_map(devinfo, &input_vue_map,
- nir->info->inputs_read & ~VARYING_BIT_PRIMITIVE_ID,
- true);
-
+ brw_compute_vue_map(devinfo, &input_vue_map, nir->info->inputs_read, true);
brw_compute_tess_vue_map(&vue_prog_data->vue_map,
nir->info->outputs_written,
nir->info->patch_outputs_written);