st_nir_assign_varying_locations(struct st_context *st, nir_shader *nir)
{
if (nir->info.stage == MESA_SHADER_VERTEX) {
- nir_assign_io_var_locations(&nir->outputs,
+ nir_assign_io_var_locations(nir, nir_var_shader_out,
&nir->num_outputs,
nir->info.stage);
st_nir_fixup_varying_slots(st, &nir->outputs);
} else if (nir->info.stage == MESA_SHADER_GEOMETRY ||
nir->info.stage == MESA_SHADER_TESS_CTRL ||
nir->info.stage == MESA_SHADER_TESS_EVAL) {
- nir_assign_io_var_locations(&nir->inputs,
+ nir_assign_io_var_locations(nir, nir_var_shader_in,
&nir->num_inputs,
nir->info.stage);
st_nir_fixup_varying_slots(st, &nir->inputs);
- nir_assign_io_var_locations(&nir->outputs,
+ nir_assign_io_var_locations(nir, nir_var_shader_out,
&nir->num_outputs,
nir->info.stage);
st_nir_fixup_varying_slots(st, &nir->outputs);
} else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
- nir_assign_io_var_locations(&nir->inputs,
+ nir_assign_io_var_locations(nir, nir_var_shader_in,
&nir->num_inputs,
nir->info.stage);
st_nir_fixup_varying_slots(st, &nir->inputs);
- nir_assign_io_var_locations(&nir->outputs,
+ nir_assign_io_var_locations(nir, nir_var_shader_out,
&nir->num_outputs,
nir->info.stage);
} else if (nir->info.stage == MESA_SHADER_COMPUTE) {