From 98a97cb4136751080979a4ae2dacc69869099b75 Mon Sep 17 00:00:00 2001 From: Janne Grunau Date: Fri, 17 Apr 2026 15:38:31 +0200 Subject: [PATCH] nir/gather_info: clear interpolation qualifiers only in fragment stage Asahi wants the the interpolation qualifiers from the shader info in the vertex shader. Clear them only in the fragment stage so they can propagate back. Closes: https://gitlab.freedesktop.org/mesa/mesa/-/work_items/15288 Backport-to: 26.0 Fixes: a72704d0fbd ("nir/gather_info: clear interpolation qualifiers before gathering") Signed-off-by: Janne Grunau Part-of: --- src/compiler/nir/nir_gather_info.c | 4 ++-- src/gallium/drivers/asahi/agx_state.c | 5 +++++ 2 files changed, 7 insertions(+), 2 deletions(-) diff --git a/src/compiler/nir/nir_gather_info.c b/src/compiler/nir/nir_gather_info.c index f1f2b1cf0fb..25a14b977b0 100644 --- a/src/compiler/nir/nir_gather_info.c +++ b/src/compiler/nir/nir_gather_info.c @@ -1096,8 +1096,6 @@ nir_shader_gather_info(nir_shader *shader, nir_function_impl *entrypoint) shader->info.per_primitive_inputs = 0; shader->info.per_primitive_outputs = 0; shader->info.per_view_outputs = 0; - shader->info.linear_varyings = 0; - shader->info.perspective_varyings = 0; shader->info.uses_resource_info_query = false; @@ -1115,6 +1113,8 @@ nir_shader_gather_info(nir_shader *shader, nir_function_impl *entrypoint) /* By definition the fragment shader knows, unless we fail to gather. */ shader->info.known_interpolation_qualifiers = true; + shader->info.linear_varyings = 0; + shader->info.perspective_varyings = 0; } if (shader->info.stage == MESA_SHADER_TESS_CTRL) { shader->info.tess.tcs_same_invocation_inputs_read = 0; diff --git a/src/gallium/drivers/asahi/agx_state.c b/src/gallium/drivers/asahi/agx_state.c index dac83d20b7e..5666735047f 100644 --- a/src/gallium/drivers/asahi/agx_state.c +++ b/src/gallium/drivers/asahi/agx_state.c @@ -1790,6 +1790,11 @@ agx_shader_initialize(struct agx_device *dev, struct agx_uncompiled_shader *so, nir_lower_io_lower_64bit_to_32 | nir_lower_io_use_interpolated_input_intrinsics); + /* Regather shader info after nir_lower_io. This recalculates interpolation + * qualifiers which got lost when mesa/st lowered I/O back to vars. + */ + nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir)); + if (nir->info.stage == MESA_SHADER_FRAGMENT) { so->info.uses_fbfetch = nir->info.fs.uses_fbfetch_output; so->info.inputs_linear_shaded = nir->info.linear_varyings;