freedreno/ir3: fix broken texcoord inputs

TODO not sure if this is best solution, but current logic is broken for
texcoord inputs.  It is definitely the simplest solution.

Fixes: 1a24f51966 freedreno/ir3: ignore unused inputs
Signed-off-by: Rob Clark <robdclark@gmail.com>
This commit is contained in:
Rob Clark 2018-09-15 14:41:07 -04:00
parent cbf9fe50b5
commit 835cb06965

View file

@ -3247,25 +3247,6 @@ create_frag_coord(struct ir3_context *ctx, unsigned comp)
}
}
static uint64_t
input_bitmask(struct ir3_context *ctx, nir_variable *in)
{
unsigned ncomp = glsl_get_components(in->type);
unsigned slot = in->data.location;
/* let's pretend things other than vec4 don't exist: */
ncomp = MAX2(ncomp, 4);
if (ctx->so->type == SHADER_FRAGMENT) {
/* see st_nir_fixup_varying_slots(): */
if (slot >= VARYING_SLOT_VAR9)
slot -= 9;
}
/* Note that info.inputs_read is in units of vec4 slots: */
return ((1ull << (ncomp/4)) - 1) << slot;
}
static void
setup_input(struct ir3_context *ctx, nir_variable *in)
{
@ -3284,9 +3265,8 @@ setup_input(struct ir3_context *ctx, nir_variable *in)
/* skip unread inputs, we could end up with (for example), unsplit
* matrix/etc inputs in the case they are not read, so just silently
* skip these.
*
*/
if (!(ctx->s->info.inputs_read & input_bitmask(ctx, in)))
if (ncomp > 4)
return;
compile_assert(ctx, ncomp == 4);