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authorKristian H. Kristensen <[email protected]>2019-10-22 20:21:13 -0700
committerKristian H. Kristensen <[email protected]>2019-11-07 16:40:27 -0800
commitb12ebe3e8133f7d698a74d80a5b4f486089f5fda (patch)
tree9e29306bba60d4a655b0b990221086b2f391a320 /src
parent3cedeba7c9cc41b798eda14bd28f32f35490d1ab (diff)
freedreno/ir3: Don't assume binning shader is always VS
In tessellation mode, the TES is (probably) the binning shader. Signed-off-by: Kristian H. Kristensen <[email protected]> Acked-by: Eric Anholt <[email protected]> Reviewed-by: Rob Clark <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/freedreno/ir3/ir3_compiler_nir.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/freedreno/ir3/ir3_compiler_nir.c b/src/freedreno/ir3/ir3_compiler_nir.c
index f58f1a04b55..66b274d1787 100644
--- a/src/freedreno/ir3/ir3_compiler_nir.c
+++ b/src/freedreno/ir3/ir3_compiler_nir.c
@@ -3332,8 +3332,8 @@ ir3_compile_shader_nir(struct ir3_compiler *compiler,
* need to make sure not to remove any inputs that are used by
* the nonbinning VS.
*/
- if (ctx->compiler->gpu_id >= 600 && so->binning_pass) {
- debug_assert(so->type == MESA_SHADER_VERTEX);
+ if (ctx->compiler->gpu_id >= 600 && so->binning_pass &&
+ so->type == MESA_SHADER_VERTEX) {
for (int i = 0; i < ir->ninputs; i++) {
struct ir3_instruction *in = ir->inputs[i];