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authorRob Clark <[email protected]>2016-05-06 13:21:08 -0400
committerRob Clark <[email protected]>2016-05-09 11:51:59 -0400
commitf33083a216563abac307c414bba2e32dc7405fea (patch)
tree1895635f33a912808ed0b5dc40bd8c932f48fe58 /src
parenta0d9279e3b31ce5e5bb2baf857134bd5f48dbf65 (diff)
freedreno/ir3: allow for additional VS sysval inputs
There are a total of four possible currently, rather than 2. So we need to be prepared for the input array to grow by 16 components. We could get away with less if we could pack sysval inputs.. and the way this is handled currently isn't really the nicest thing. But it's a tactical fix for an issue hit in: GL31-CTS.gtf30.GL3Tests.transform_feedback.transform_feedback_vertex_id Signed-off-by: Rob Clark <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/gallium/drivers/freedreno/ir3/ir3_compiler_nir.c7
1 files changed, 5 insertions, 2 deletions
diff --git a/src/gallium/drivers/freedreno/ir3/ir3_compiler_nir.c b/src/gallium/drivers/freedreno/ir3/ir3_compiler_nir.c
index 69e8335a203..34f1d9009c4 100644
--- a/src/gallium/drivers/freedreno/ir3/ir3_compiler_nir.c
+++ b/src/gallium/drivers/freedreno/ir3/ir3_compiler_nir.c
@@ -2062,11 +2062,14 @@ setup_input(struct ir3_compile *ctx, nir_variable *in)
instr = create_frag_input(ctx, use_ldlv);
}
+ compile_assert(ctx, idx < ctx->ir->ninputs);
+
ctx->ir->inputs[idx] = instr;
}
} else if (ctx->so->type == SHADER_VERTEX) {
for (int i = 0; i < ncomp; i++) {
unsigned idx = (n * 4) + i;
+ compile_assert(ctx, idx < ctx->ir->ninputs);
ctx->ir->inputs[idx] = create_input(ctx->block, idx);
}
} else {
@@ -2170,7 +2173,7 @@ emit_instructions(struct ir3_compile *ctx)
/* or vtx shaders, we need to leave room for sysvals:
*/
if (ctx->so->type == SHADER_VERTEX) {
- ninputs += 8;
+ ninputs += 16;
}
ctx->ir = ir3_create(ctx->compiler, ninputs, noutputs);
@@ -2181,7 +2184,7 @@ emit_instructions(struct ir3_compile *ctx)
list_addtail(&ctx->block->node, &ctx->ir->block_list);
if (ctx->so->type == SHADER_VERTEX) {
- ctx->ir->ninputs -= 8;
+ ctx->ir->ninputs -= 16;
}
/* for fragment shader, we have a single input register (usually