From f8e6b364b0aa64f0935a232574536dc462257418 Mon Sep 17 00:00:00 2001 From: Eric Anholt Date: Wed, 2 Jan 2019 22:48:29 -0800 Subject: [PATCH] v3d: Fix up VS output setup during precompiles. I noticed that a VS I was debugging was missing all of its output stores -- outputs_written was for POS, VAR0, VAR3, while the shader's variables were POS, VAR9, and VAR12. I'm not sure what outputs_written is supposed to be doing here, but we can just walk the declared variables and avoid both this bug and the emission of extra stvpms for less-than-vec4 varyings. --- src/gallium/drivers/v3d/v3d_program.c | 16 ++++++++++------ 1 file changed, 10 insertions(+), 6 deletions(-) diff --git a/src/gallium/drivers/v3d/v3d_program.c b/src/gallium/drivers/v3d/v3d_program.c index e0a77847880..03c45fffbdb 100644 --- a/src/gallium/drivers/v3d/v3d_program.c +++ b/src/gallium/drivers/v3d/v3d_program.c @@ -217,13 +217,17 @@ v3d_shader_precompile(struct v3d_context *v3d, v3d_setup_shared_precompile_key(so, &key.base); /* Compile VS: All outputs */ - for (int vary = 0; vary < 64; vary++) { - if (!(s->info.outputs_written & (1ull << vary))) - continue; - for (int i = 0; i < 4; i++) { + nir_foreach_variable(var, &s->outputs) { + unsigned array_len = MAX2(glsl_get_length(var->type), 1); + assert(array_len == 1); + (void)array_len; + + int slot = var->data.location; + for (int i = 0; i < glsl_get_components(var->type); i++) { + int swiz = var->data.location_frac + i; key.fs_inputs[key.num_fs_inputs++] = - v3d_slot_from_slot_and_component(vary, - i); + v3d_slot_from_slot_and_component(slot, + swiz); } } -- 2.30.2