From 52a7297dc640a1ed1f9b111498091c5416afd9aa Mon Sep 17 00:00:00 2001 From: Ilia Mirkin Date: Sun, 26 Aug 2018 13:48:10 -0400 Subject: [PATCH] glsl: avoid lowering texcoord array except in simple cases With compat creeping up to geometry and tess shaders, lowering texcoord accesses/writes becomes more complicated. Since it's an optimization anyways, just avoid the complication for now. Signed-off-by: Ilia Mirkin Reviewed-by: Timothy Arceri --- src/compiler/glsl/opt_dead_builtin_varyings.cpp | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/src/compiler/glsl/opt_dead_builtin_varyings.cpp b/src/compiler/glsl/opt_dead_builtin_varyings.cpp index 0cb04b34589..6ed00128ed9 100644 --- a/src/compiler/glsl/opt_dead_builtin_varyings.cpp +++ b/src/compiler/glsl/opt_dead_builtin_varyings.cpp @@ -558,6 +558,9 @@ do_dead_builtin_varyings(struct gl_context *ctx, if (producer) { producer_info.get(producer->ir, num_tfeedback_decls, tfeedback_decls); + if (producer->Stage == MESA_SHADER_TESS_CTRL) + producer_info.lower_texcoord_array = false; + if (!consumer) { /* At least eliminate unused gl_TexCoord elements. */ if (producer_info.lower_texcoord_array) { @@ -570,6 +573,9 @@ do_dead_builtin_varyings(struct gl_context *ctx, if (consumer) { consumer_info.get(consumer->ir, 0, NULL); + if (consumer->Stage != MESA_SHADER_FRAGMENT) + consumer_info.lower_texcoord_array = false; + if (!producer) { /* At least eliminate unused gl_TexCoord elements. */ if (consumer_info.lower_texcoord_array) { -- 2.30.2