glsl: disable mesh shader output remove when separate shader

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 2025-02-25 15:19:18 +08:00 committed by Marge Bot
parent 38d385673f
commit c6b24b4cc2

View file

@ -555,11 +555,18 @@ set_always_active_io(nir_shader *shader, nir_variable_mode io_mode)
static void
disable_varying_optimizations_for_sso(struct gl_shader_program *prog)
{
unsigned first, last;
assert(prog->SeparateShader);
first = MESA_SHADER_MESH_STAGES;
last = 0;
if (prog->_LinkedShaders[MESA_SHADER_MESH]) {
if (!prog->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
set_always_active_io(prog->_LinkedShaders[MESA_SHADER_MESH]->Program->nir,
nir_var_shader_out);
}
return;
}
unsigned first = MESA_SHADER_MESH_STAGES;
unsigned last = 0;
/* Determine first and last stage. Excluding the compute stage */
for (unsigned i = 0; i < MESA_SHADER_COMPUTE; i++) {
@ -573,7 +580,7 @@ disable_varying_optimizations_for_sso(struct gl_shader_program *prog)
if (first == MESA_SHADER_MESH_STAGES)
return;
for (unsigned stage = 0; stage < MESA_SHADER_MESH_STAGES; stage++) {
for (unsigned stage = 0; stage < MESA_SHADER_STAGES; stage++) {
if (!prog->_LinkedShaders[stage])
continue;