gl_shader_stage stage)
{
unsigned location = 0;
- unsigned assigned_locations[VARYING_SLOT_MAX];
+ unsigned assigned_locations[VARYING_SLOT_TESS_MAX];
uint64_t processed_locs = 0;
+ uint32_t processed_patch_locs = 0;
nir_foreach_variable(var, var_list) {
type = glsl_get_array_element(type);
}
+ bool processed = false;
+ if (var->data.patch) {
+ unsigned patch_loc = var->data.location - VARYING_SLOT_VAR0;
+ if (processed_patch_locs & (1 << patch_loc))
+ processed = true;
+
+ processed_patch_locs |= (1 << patch_loc);
+ } else {
+ if (processed_locs & ((uint64_t)1 << var->data.location))
+ processed = true;
+
+ processed_locs |= ((uint64_t)1 << var->data.location);
+ }
+
/* Because component packing allows varyings to share the same location
* we may have already have processed this location.
*/
- if (var->data.location >= VARYING_SLOT_VAR0 &&
- processed_locs & ((uint64_t)1 << var->data.location)) {
+ if (processed && var->data.location >= VARYING_SLOT_VAR0) {
var->data.driver_location = assigned_locations[var->data.location];
*size += type_size(type);
continue;
assigned_locations[var->data.location] = location;
var->data.driver_location = location;
location += type_size(type);
-
- processed_locs |= ((uint64_t)1 << var->data.location);
}
*size += location;