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authorLionel Landwerlin <[email protected]>2017-01-10 12:46:25 +0000
committerLionel Landwerlin <[email protected]>2017-01-10 18:16:45 +0000
commit860d91ec5b1381b261e6776466154f375dfe125b (patch)
tree8a603edc8f3a3797732efbe0eadd7c02e8f92ada /src/mapi/entry_x86_tls.h
parent4b44ca72250745228f5eeb0fd3e0fddf51e99963 (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')
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