glsl: Fix varying struct locations when varying packing is disabled.

varying_matches::record tries to compute the number of components in
each varying, which varying_matches::assign_locations uses to assign
locations.  With varying packing, it uses glsl_type::component_slots()
to come up with a reasonable value.

Without varying packing, it fell back to an open-coded computation
that didn't bother to handle structs at all.  I believe we can simply
use 4 * glsl_type::count_attribute_slots(false), which already handles
these cases correctly.

Partially fixes rendering in GFXBench 4.0's tessellation benchmark.
(NVE0 is almost right after this, but i965 is still mostly garbage.)

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
This commit is contained in:
Kenneth Graunke
2015-12-30 02:33:00 -08:00
parent 4acf71c89b
commit 7cdc2b9ca0
+2 -13
View File
@@ -959,19 +959,8 @@ varying_matches::record(ir_variable *producer_var, ir_variable *consumer_var)
type = type->fields.array;
}
if (type->is_array()) {
slots = 1;
while (type->is_array()) {
slots *= type->length;
type = type->fields.array;
}
slots *= type->matrix_columns;
} else {
slots = type->matrix_columns;
}
if (type->without_array()->is_dual_slot_double())
slots *= 2;
this->matches[this->num_matches].num_components = 4 * slots;
slots = type->count_attribute_slots(false);
this->matches[this->num_matches].num_components = slots * 4;
} else {
this->matches[this->num_matches].num_components
= var->type->component_slots();