nir/scheduler: Handle nir_intrinsic_load_per_vertex_input
authorNeil Roberts <nroberts@igalia.com>
Tue, 16 Jun 2020 17:22:47 +0000 (19:22 +0200)
committerNeil Roberts <nroberts@igalia.com>
Mon, 22 Jun 2020 06:23:06 +0000 (08:23 +0200)
load_per_vertex_input should probably be handled in the same way as a
regular load_input. I think the nir_schedule pass was written before V3D
had geometry shader support, so that is probably why it hasn’t taken
this into account until now.

Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5561>

src/compiler/nir/nir_schedule.c

index 8428f867cccd306c7418303f97cd3628b317667c..8d42585ac6f271ad9c2a2294f9ad18758f4ef16a 100644 (file)
@@ -333,6 +333,7 @@ nir_schedule_intrinsic_deps(nir_deps_state *state,
       break;
 
    case nir_intrinsic_load_input:
       break;
 
    case nir_intrinsic_load_input:
+   case nir_intrinsic_load_per_vertex_input:
       add_read_dep(state, state->load_input, n);
       break;
 
       add_read_dep(state, state->load_input, n);
       break;