}
}
+static void
+copy_vars(nir_builder *b, nir_deref_instr *dst, nir_deref_instr *src)
+{
+ assert(glsl_get_bare_type(dst->type) == glsl_get_bare_type(src->type));
+ if (glsl_type_is_struct(dst->type)) {
+ for (unsigned i = 0; i < glsl_get_length(dst->type); ++i) {
+ copy_vars(b, nir_build_deref_struct(b, dst, i), nir_build_deref_struct(b, src, i));
+ }
+ } else if (glsl_type_is_array_or_matrix(dst->type)) {
+ unsigned count = glsl_type_is_array(dst->type) ? glsl_array_size(dst->type) : glsl_get_matrix_columns(dst->type);
+ for (unsigned i = 0; i < count; i++) {
+ copy_vars(b, nir_build_deref_array_imm(b, dst, i), nir_build_deref_array_imm(b, src, i));
+ }
+ } else {
+ nir_ssa_def *load = nir_load_deref(b, src);
+ nir_store_deref(b, dst, load, BITFIELD_MASK(load->num_components));
+ }
+}
+
/*
* A helper to create a passthrough GS shader for drivers that needs to lower
* some rendering tasks to the GS.
unsigned mask = 1u << (of++);
index = nir_bcsel(&b, nir_ieq_imm(&b, nir_iand_imm(&b, flat_interp_mask_def, mask), 0), nir_imm_int(&b, idx), pv_vert_index);
}
- nir_ssa_def *value = nir_load_array_var(&b, in_vars[j], index);
- nir_store_var(&b, out_vars[oj], value,
- (1u << value->num_components) - 1);
+ nir_deref_instr *value = nir_build_deref_array(&b, nir_build_deref_var(&b, in_vars[j]), index);
+ copy_vars(&b, nir_build_deref_var(&b, out_vars[oj]), value);
++oj;
}
nir_emit_vertex(&b, 0);