glsl: handle mesh shader when optimize varying

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Acked-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36405>
This commit is contained in:
Qiang Yu 2025-02-27 10:29:39 +08:00 committed by Marge Bot
parent 6176b85d2c
commit bd365d1d2a

View file

@ -1481,16 +1481,27 @@ gl_nir_lower_optimize_varyings(const struct gl_constants *consts,
if (!shader)
continue;
nir_shader *nir = shader->Program->nir;
if (nir->info.stage == MESA_SHADER_COMPUTE)
if (i == MESA_SHADER_COMPUTE)
return;
/* task shader does not have varying */
else if (i == MESA_SHADER_TASK)
continue;
shaders[num_shaders] = nir;
shaders[num_shaders++] = shader->Program->nir;
max_uniform_comps = MIN2(max_uniform_comps,
consts->Program[i].MaxUniformComponents);
max_ubos = MIN2(max_ubos, consts->Program[i].MaxUniformBlocks);
num_shaders++;
}
/* task shader only */
if (!num_shaders)
return;
/* reorder mesh and fragment shader */
if (prog->_LinkedShaders[MESA_SHADER_MESH]) {
shaders[0] = prog->_LinkedShaders[MESA_SHADER_MESH]->Program->nir;
if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT])
shaders[1] = prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program->nir;
}
/* Lower IO derefs to load and store intrinsics. */