unsigned attrib_count = glsl_count_attribute_slots(var->type, true);
int idx = var->data.location;
- if (idx >= VERT_ATTRIB_GENERIC0 && idx <= VERT_ATTRIB_GENERIC15)
+ if (idx >= VERT_ATTRIB_GENERIC0 && idx < VERT_ATTRIB_GENERIC0 + MAX_VERTEX_ATTRIBS)
info->vs.has_vertex_buffers = true;
for (unsigned i = 0; i < attrib_count; ++i) {
info->loads_dynamic_offsets = true;
}
- nir_foreach_variable(variable, &nir->inputs)
+ nir_foreach_shader_in_variable(variable, nir)
gather_info_input_decl(nir, variable, info, key);
nir_foreach_block(block, func->impl) {
gather_info_block(nir, block, info);
}
- nir_foreach_variable(variable, &nir->outputs)
+ nir_foreach_shader_out_variable(variable, nir)
gather_info_output_decl(nir, variable, info, key);
if (nir->info.stage == MESA_SHADER_VERTEX ||