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author | Lionel Landwerlin <[email protected]> | 2017-01-10 12:46:25 +0000 |
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committer | Lionel Landwerlin <[email protected]> | 2017-01-10 18:16:45 +0000 |
commit | 860d91ec5b1381b261e6776466154f375dfe125b (patch) | |
tree | 8a603edc8f3a3797732efbe0eadd7c02e8f92ada /src/mapi/entry_x86_tls.h | |
parent | 4b44ca72250745228f5eeb0fd3e0fddf51e99963 (diff) |
anv: set input_slots_valid on brw_wm_prog_key
With shaders using a lot of inputs/outputs, like this (from Gtk+) :
layout(location = 0) in vec2 inPos;
layout(location = 1) in float inGradientPos;
layout(location = 2) in flat int inRepeating;
layout(location = 3) in flat int inStopCount;
layout(location = 4) in flat vec4 inClipBounds;
layout(location = 5) in flat vec4 inClipWidths;
layout(location = 6) in flat ColorStop inStops[8];
layout(location = 0) out vec4 outColor;
we're missing the programming of the input_slots_valid field leading
to an assert further down the backend code.
v2: Use valid slots of the geometry or vertex stage (Jason)
v3: Use helper to find correct vue map (Jason)
v4: Set the valid slots off the previous stages (Jason)
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Diffstat (limited to 'src/mapi/entry_x86_tls.h')
0 files changed, 0 insertions, 0 deletions