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authorChristian König <[email protected]>2012-07-25 11:22:59 +0200
committerChristian König <[email protected]>2012-07-30 14:45:32 +0200
commitb15e3ae5b423dd8846a35500c0274d1d74f6b836 (patch)
treef000ba4adbc88dc563aec43d3ae0ccbf4dc2571d /src/gallium/drivers/radeonsi/radeonsi_shader.c
parentd51b9b70d581fe47370897ec517f229f1cea2903 (diff)
radeonsi: fix vertex buffer and elements
Let's just use the T# descriptors until we get a fetch shader. Signed-off-by: Christian König <[email protected]> Reviewed-by: Alex Deucher <[email protected]> Reviewed-by: Michel Dänzer <[email protected]>
Diffstat (limited to 'src/gallium/drivers/radeonsi/radeonsi_shader.c')
-rw-r--r--src/gallium/drivers/radeonsi/radeonsi_shader.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/gallium/drivers/radeonsi/radeonsi_shader.c b/src/gallium/drivers/radeonsi/radeonsi_shader.c
index cc4777ffd4d..66050d3fd3e 100644
--- a/src/gallium/drivers/radeonsi/radeonsi_shader.c
+++ b/src/gallium/drivers/radeonsi/radeonsi_shader.c
@@ -182,7 +182,7 @@ static void declare_input_vs(
struct lp_build_context * uint = &si_shader_ctx->radeon_bld.soa.bld_base.uint_bld;
struct lp_build_context * base = &si_shader_ctx->radeon_bld.soa.bld_base.base;
struct r600_context *rctx = si_shader_ctx->rctx;
- struct pipe_vertex_element *velem = &rctx->vertex_elements->elements[input_index];
+ //struct pipe_vertex_element *velem = &rctx->vertex_elements->elements[input_index];
unsigned chan;
/* Load the T list */
@@ -191,12 +191,12 @@ static void declare_input_vs(
* now */
t_list_ptr = use_sgpr(base->gallivm, SGPR_CONST_PTR_V4I32, 6);
- t_offset = lp_build_const_int32(base->gallivm, velem->vertex_buffer_index);
+ t_offset = lp_build_const_int32(base->gallivm, input_index);
t_list = build_indexed_load(base->gallivm, t_list_ptr, t_offset);
/* Build the attribute offset */
- attribute_offset = lp_build_const_int32(base->gallivm, velem->src_offset);
+ attribute_offset = lp_build_const_int32(base->gallivm, 0);
/* Load the buffer index is always, which is always stored in VGPR0
* for Vertex Shaders */