diff options
author | Christian König <[email protected]> | 2012-07-25 11:22:59 +0200 |
---|---|---|
committer | Christian König <[email protected]> | 2012-07-30 14:45:32 +0200 |
commit | b15e3ae5b423dd8846a35500c0274d1d74f6b836 (patch) | |
tree | f000ba4adbc88dc563aec43d3ae0ccbf4dc2571d /src/gallium/drivers/radeonsi/radeonsi_shader.c | |
parent | d51b9b70d581fe47370897ec517f229f1cea2903 (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.c | 6 |
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 */ |