Mesa (master): nir: Only do gl_FrontFacing workaround in glsl_to_nir for the FS.
Kenneth Graunke
kwg at kemper.freedesktop.org
Mon Mar 9 05:37:23 UTC 2015
Module: Mesa
Branch: master
Commit: 8dcc1f2c10b3dc6ded38e7a6c302f60061ba587c
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=8dcc1f2c10b3dc6ded38e7a6c302f60061ba587c
Author: Kenneth Graunke <kenneth at whitecape.org>
Date: Fri Mar 6 01:24:30 2015 -0800
nir: Only do gl_FrontFacing workaround in glsl_to_nir for the FS.
Vertex shaders can have shader inputs where location happens to be
VARYING_SLOT_FACE. Without predicating this on the shader stage,
we suddenly end up with load_front_face intrinsics in vertex shaders,
which is nonsensical.
Fixes spec/arb_vertex_buffer_object/pos-array when using NIR for VS.
Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand at intel.com>
---
src/glsl/nir/glsl_to_nir.cpp | 3 ++-
1 file changed, 2 insertions(+), 1 deletion(-)
diff --git a/src/glsl/nir/glsl_to_nir.cpp b/src/glsl/nir/glsl_to_nir.cpp
index ddad207..047cb51 100644
--- a/src/glsl/nir/glsl_to_nir.cpp
+++ b/src/glsl/nir/glsl_to_nir.cpp
@@ -251,7 +251,8 @@ nir_visitor::visit(ir_variable *ir)
break;
case ir_var_shader_in:
- if (ir->data.location == VARYING_SLOT_FACE) {
+ if (stage == MESA_SHADER_FRAGMENT &&
+ ir->data.location == VARYING_SLOT_FACE) {
/* For whatever reason, GLSL IR makes gl_FrontFacing an input */
var->data.location = SYSTEM_VALUE_FRONT_FACE;
var->data.mode = nir_var_system_value;
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