glsl: avoid lowering texcoord array except in simple cases

With compat creeping up to geometry and tess shaders, lowering texcoord
accesses/writes becomes more complicated. Since it's an optimization
anyways, just avoid the complication for now.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This commit is contained in:
Ilia Mirkin
2018-08-26 13:48:10 -04:00
parent 3731233cba
commit 52a7297dc6

View File

@@ -558,6 +558,9 @@ do_dead_builtin_varyings(struct gl_context *ctx,
if (producer) { if (producer) {
producer_info.get(producer->ir, num_tfeedback_decls, tfeedback_decls); producer_info.get(producer->ir, num_tfeedback_decls, tfeedback_decls);
if (producer->Stage == MESA_SHADER_TESS_CTRL)
producer_info.lower_texcoord_array = false;
if (!consumer) { if (!consumer) {
/* At least eliminate unused gl_TexCoord elements. */ /* At least eliminate unused gl_TexCoord elements. */
if (producer_info.lower_texcoord_array) { if (producer_info.lower_texcoord_array) {
@@ -570,6 +573,9 @@ do_dead_builtin_varyings(struct gl_context *ctx,
if (consumer) { if (consumer) {
consumer_info.get(consumer->ir, 0, NULL); consumer_info.get(consumer->ir, 0, NULL);
if (consumer->Stage != MESA_SHADER_FRAGMENT)
consumer_info.lower_texcoord_array = false;
if (!producer) { if (!producer) {
/* At least eliminate unused gl_TexCoord elements. */ /* At least eliminate unused gl_TexCoord elements. */
if (consumer_info.lower_texcoord_array) { if (consumer_info.lower_texcoord_array) {