freedreno/ir3: fix silly typo for binning pass shaders
Was resulting in gl_PointSize write being optimized out, causing particle system type shaders to hang if hw binning enabled. Fixes neverball, OGLES2ParticleSystem, etc. Signed-off-by: Rob Clark <robclark@freedesktop.org>
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@@ -3337,7 +3337,7 @@ ir3_compile_shader(struct ir3_shader_variant *so,
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if (key.binning_pass) {
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for (i = 0, j = 0; i < so->outputs_count; i++) {
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unsigned name = sem2name(so->outputs[i].semantic);
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unsigned idx = sem2name(so->outputs[i].semantic);
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unsigned idx = sem2idx(so->outputs[i].semantic);
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/* throw away everything but first position/psize */
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if ((idx == 0) && ((name == TGSI_SEMANTIC_POSITION) ||
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