/**
+ * Get the varying type stripped of the outermost array if we're processing
+ * a stage whose varyings are arrays indexed by a vertex number (such as
+ * geometry shader inputs).
+ */
+static const glsl_type *
+get_varying_type(const ir_variable *var, gl_shader_stage stage)
+{
+ const glsl_type *type = var->type;
+
+ if (!var->data.patch &&
+ ((var->data.mode == ir_var_shader_out &&
+ stage == MESA_SHADER_TESS_CTRL) ||
+ (var->data.mode == ir_var_shader_in &&
+ (stage == MESA_SHADER_TESS_CTRL || stage == MESA_SHADER_TESS_EVAL ||
+ stage == MESA_SHADER_GEOMETRY)))) {
+ assert(type->is_array());
+ type = type->fields.array;
+ }
+
+ return type;
+}
+
+/**
* Validate the types and qualifiers of an output from one stage against the
* matching input to another stage.
*/
this->matches[this->num_matches].packing_order
= this->compute_packing_order(var);
if (this->disable_varying_packing) {
- const struct glsl_type *type = var->type;
unsigned slots;
+ gl_shader_stage stage =
+ (producer_var != NULL) ? producer_stage : consumer_stage;
- /* Some shader stages have 2-dimensional varyings. Use the inner type. */
- if (!var->data.patch &&
- ((var == producer_var && producer_stage == MESA_SHADER_TESS_CTRL) ||
- (var == consumer_var && (consumer_stage == MESA_SHADER_TESS_CTRL ||
- consumer_stage == MESA_SHADER_TESS_EVAL ||
- consumer_stage == MESA_SHADER_GEOMETRY)))) {
- assert(type->is_array());
- type = type->fields.array;
- }
+ const glsl_type *type = get_varying_type(var, stage);
slots = type->count_attribute_slots(false);
this->matches[this->num_matches].num_components = slots * 4;