nir/scheduler: Handle nir_intrinsic_load_per_vertex_input
load_per_vertex_input should probably be handled in the same way as a regular load_input. I think the nir_schedule pass was written before V3D had geometry shader support, so that is probably why it hasn’t taken this into account until now. Reviewed-by: Eric Anholt <eric@anholt.net> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5561>
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@@ -333,6 +333,7 @@ nir_schedule_intrinsic_deps(nir_deps_state *state,
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break;
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case nir_intrinsic_load_input:
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case nir_intrinsic_load_per_vertex_input:
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add_read_dep(state, state->load_input, n);
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break;
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