From 0df452cd0d9da031d2ef29853d39112fdf8e1d46 Mon Sep 17 00:00:00 2001 From: Kenneth Graunke Date: Wed, 30 Sep 2015 17:17:35 -0700 Subject: [PATCH] nir/lower_io: Use load_per_vertex_input intrinsics for TCS and TES. Tessellation control shader inputs are an array indexed by the vertex number, like geometry shader inputs. There aren't per-patch TCS inputs. Tessellation evaluation shaders have both per-vertex and per-patch inputs. Per-vertex inputs get the new intrinsics; per-patch inputs continue to use the ordinary load_input intrinsics, as they already work like we want them to. v2: Change stage_uses_per_vertex_inputs into is_per_vertex_input(), which takes a variable (requested by Jason Ekstrand). Signed-off-by: Kenneth Graunke Reviewed-by: Jason Ekstrand --- src/glsl/nir/nir_lower_io.c | 12 ++++++++---- 1 file changed, 8 insertions(+), 4 deletions(-) diff --git a/src/glsl/nir/nir_lower_io.c b/src/glsl/nir/nir_lower_io.c index 688b48f4675..16ba1a10644 100644 --- a/src/glsl/nir/nir_lower_io.c +++ b/src/glsl/nir/nir_lower_io.c @@ -68,10 +68,14 @@ nir_assign_var_locations(struct exec_list *var_list, unsigned *size, * by a vertex number (such as geometry shader inputs). */ static bool -stage_uses_per_vertex_inputs(struct lower_io_state *state) +is_per_vertex_input(struct lower_io_state *state, nir_variable *var) { gl_shader_stage stage = state->builder.shader->stage; - return stage == MESA_SHADER_GEOMETRY; + + return var->data.mode == nir_var_shader_in && !var->data.patch && + (stage == MESA_SHADER_TESS_CTRL || + stage == MESA_SHADER_TESS_EVAL || + stage == MESA_SHADER_GEOMETRY); } static unsigned @@ -184,8 +188,8 @@ nir_lower_io_block(nir_block *block, void *void_state) if (mode != nir_var_shader_in && mode != nir_var_uniform) continue; - bool per_vertex = stage_uses_per_vertex_inputs(state) && - mode == nir_var_shader_in; + bool per_vertex = + is_per_vertex_input(state, intrin->variables[0]->var); nir_ssa_def *indirect; nir_ssa_def *vertex_index; -- 2.30.2