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 <robclark@freedesktop.org>
This commit is contained in:
Rob Clark
2016-05-06 13:21:08 -04:00
parent a0d9279e3b
commit f33083a216

View File

@@ -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