st/glsl_to_nir: fix edgeflag passthrough

We have to mark the additional shader input as used, otherwise it will
be eliminated, and we have to setup its index correctly.

This is a bit of a hack, but so is everything surrounding edgeflag
passthrough.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
Nicolai Hähnle 2017-06-25 18:13:39 +02:00
parent 8a4cd79d00
commit c2065ed687
2 changed files with 6 additions and 1 deletions

View File

@ -92,6 +92,9 @@ st_nir_assign_vs_in_locations(struct gl_program *prog, nir_shader *nir)
}
}
/* bit of a hack, mirroring st_translate_vertex_program */
input_to_index[VERT_ATTRIB_EDGEFLAG] = num_inputs;
nir->num_inputs = 0;
nir_foreach_variable_safe(var, &nir->inputs) {
attr = var->data.location;

View File

@ -557,8 +557,10 @@ st_create_vp_variant(struct st_context *st,
vpv->tgsi.ir.nir = nir_shader_clone(NULL, stvp->tgsi.ir.nir);
if (key->clamp_color)
NIR_PASS_V(vpv->tgsi.ir.nir, nir_lower_clamp_color_outputs);
if (key->passthrough_edgeflags)
if (key->passthrough_edgeflags) {
NIR_PASS_V(vpv->tgsi.ir.nir, nir_lower_passthrough_edgeflags);
vpv->num_inputs++;
}
st_finalize_nir(st, &stvp->Base, vpv->tgsi.ir.nir);