sizeof(outinfo->vs_output_param_offset));
outinfo->pos_exports = 0;
- if (ctx->output_mask & (1ull << VARYING_SLOT_LAYER)) {
- outinfo->writes_layer = true;
- }
-
if (ctx->shader_info->so.num_outputs &&
!ctx->is_gs_copy_shader) {
/* The GS copy shader emission already emits streamout. */
tmp = LLVMBuildZExt(builder, tmp, ctx->ac.i32, "");
const LLVMValueRef vertexptr = ngg_gs_vertex_ptr(ctx, tmp);
- if (ctx->output_mask & (1ull << VARYING_SLOT_LAYER)) {
- outinfo->writes_layer = true;
- }
-
unsigned out_idx = 0;
gep_idx[1] = ctx->ac.i32_0;
for (unsigned i = 0; i < AC_LLVM_MAX_OUTPUTS; ++i) {
/* Export ViewIndex. */
if (export_view_index) {
- outinfo->writes_layer = true;
-
outputs[noutput].slot_name = VARYING_SLOT_LAYER;
outputs[noutput].slot_index = 0;
outputs[noutput].usage_mask = 0x1;
case VARYING_SLOT_VIEWPORT:
vs_info->writes_viewport_index = true;
break;
+ case VARYING_SLOT_LAYER:
+ vs_info->writes_layer = true;
+ break;
default:
break;
}
}
}
+ /* Make sure to export the LayerID if the subpass has multiviews. */
+ if (options->key.has_multiview_view_index) {
+ switch (nir->info.stage) {
+ case MESA_SHADER_VERTEX:
+ info->vs.outinfo.writes_layer = true;
+ break;
+ case MESA_SHADER_TESS_EVAL:
+ info->tes.outinfo.writes_layer = true;
+ break;
+ case MESA_SHADER_GEOMETRY:
+ info->vs.outinfo.writes_layer = true;
+ break;
+ default:
+ break;
+ }
+ }
+
if (nir->info.stage == MESA_SHADER_FRAGMENT)
info->ps.num_interp = nir->num_inputs;