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authorKenneth Graunke <[email protected]>2016-12-14 03:29:29 -0800
committerKenneth Graunke <[email protected]>2017-01-05 01:54:52 -0800
commit480d6c1653713dcae617ac523b2ca5deee01c845 (patch)
tree050a22bc656fbff0720d9dba1ea36e10fb4c91ca /src/util/debug.c
parent8dc92a56134580dc47e48a046aff347776aaac34 (diff)
i965: Fix last slot calculations
If the VUE map has slots at the end which the shader does not write, then we'd "flush" (constructing an URB write) on the last output it actually wrote. Then, we'd construct another SEND with EOT, but with no actual payload data. That's not legal. For example, SSO programs have clip distance slots allocated no matter what, but the shader may not write them. If it doesn't write any user defined varyings, then the clip distance slots will be the last ones. Found while debugging dEQP-VK.tessellation.shader_input_output.gl_position_vs_to_tcs_to_tes Cc: [email protected] Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
Diffstat (limited to 'src/util/debug.c')
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