/**
* Generate a bitfield map of the explicit locations for shader varyings.
*
- * In theory a 32 bits value will be enough but a 64 bits value is future proof.
+ * Note: For Tessellation shaders we are sitting right on the limits of the
+ * 64 bit map. Per-vertex and per-patch both have separate location domains
+ * with a max of MAX_VARYING.
*/
uint64_t
reserved_varying_slot(struct gl_shader *stage, ir_variable_mode io_mode)
{
assert(io_mode == ir_var_shader_in || io_mode == ir_var_shader_out);
- assert(MAX_VARYING <= 64); /* avoid an overflow of the returned value */
+ /* Avoid an overflow of the returned value */
+ assert(MAX_VARYINGS_INCL_PATCH <= 64);
uint64_t slots = 0;
int var_slot;
unsigned num_elements = get_varying_type(var, stage->Stage)
->count_attribute_slots(stage->Stage == MESA_SHADER_VERTEX);
for (unsigned i = 0; i < num_elements; i++) {
- if (var_slot >= 0 && var_slot < MAX_VARYING)
+ if (var_slot >= 0 && var_slot < MAX_VARYINGS_INCL_PATCH)
slots |= UINT64_C(1) << var_slot;
var_slot += 1;
}