st/glsl_to_nir/radeonsi: enable tessellation shaders
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com> Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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@ -157,6 +157,8 @@ void si_nir_scan_shader(const struct nir_shader *nir,
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assert(nir->info.stage == MESA_SHADER_VERTEX ||
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nir->info.stage == MESA_SHADER_GEOMETRY ||
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nir->info.stage == MESA_SHADER_TESS_CTRL ||
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nir->info.stage == MESA_SHADER_TESS_EVAL ||
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nir->info.stage == MESA_SHADER_FRAGMENT);
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info->processor = pipe_shader_type_from_mesa(nir->info.stage);
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@ -675,7 +675,9 @@ st_finalize_nir(struct st_context *st, struct gl_program *prog,
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&nir->num_outputs,
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nir->info.stage);
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st_nir_fixup_varying_slots(st, &nir->outputs);
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} else if (nir->info.stage == MESA_SHADER_GEOMETRY) {
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} else if (nir->info.stage == MESA_SHADER_GEOMETRY ||
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nir->info.stage == MESA_SHADER_TESS_CTRL ||
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nir->info.stage == MESA_SHADER_TESS_EVAL) {
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sort_varyings(&nir->inputs);
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st_nir_assign_var_locations(&nir->inputs,
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&nir->num_inputs,
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