nir: Drop the vs_inputs_dual_locations option
It was very inconsistently handled; the only things that made use of it were glsl_to_nir, glspirv, and nir_gather_info. In particular, nir_lower_io completely ignored it so anyone using nir_lower_io on 64-bit vertex attributes was going to be in for a shock. Also, as of the previous commit, it's set by every driver that supports 64-bit vertex attributes. There's no longer any reason to have it be an option so let's just delete it. Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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@@ -2119,12 +2119,6 @@ typedef struct nir_shader_compiler_options {
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*/
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bool use_interpolated_input_intrinsics;
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/**
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* Do vertex shader double inputs use two locations? The Vulkan spec
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* requires two locations to be used, OpenGL allows a single location.
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*/
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bool vs_inputs_dual_locations;
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unsigned max_unroll_iterations;
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} nir_shader_compiler_options;
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@@ -3039,9 +3033,8 @@ bool nir_opt_conditional_discard(nir_shader *shader);
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void nir_sweep(nir_shader *shader);
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uint64_t nir_get_dual_slot_attributes(nir_shader *shader);
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void nir_remap_dual_slot_attributes(nir_shader *shader,
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uint64_t dual_slot);
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uint64_t *dual_slot_inputs);
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uint64_t nir_get_single_slot_attribs_mask(uint64_t attribs, uint64_t dual_slot);
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nir_intrinsic_op nir_intrinsic_from_system_value(gl_system_value val);
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