LLVMValueRef ofbit = NULL;
struct lp_build_if_state if_ctx;
+ if (velem->src_format == PIPE_FORMAT_NONE) {
+ *res = lp_build_const_vec(gallivm, lp_float32_vec4_type(), 0);
+ return;
+ }
+
if (velem->instance_divisor) {
/* Index is equal to the start instance plus the number of current
* instance divided by the divisor. In this case we compute it as:
io_itr, io, lp_loop.counter);
#endif
- for (j = draw->pt.nr_vertex_elements; j < PIPE_MAX_SHADER_INPUTS; j++) {
- for (i = 0; i < TGSI_NUM_CHANNELS; i++) {
- inputs[j][i] = lp_build_zero(gallivm, vs_type);
- }
- }
-
for (i = 0; i < vector_length; ++i) {
LLVMValueRef vert_index =
LLVMBuildAdd(builder,
gallivm->builder, true_index_array, true_index,
lp_build_const_int32(gallivm, i), "");
- for (j = 0; j < draw->pt.nr_vertex_elements; ++j) {
+ for (j = 0; j < key->nr_vertex_elements; ++j) {
struct pipe_vertex_element *velem = &draw->pt.vertex_element[j];
LLVMValueRef vb_index =
lp_build_const_int32(gallivm, velem->vertex_buffer_index);
}
}
convert_to_soa(gallivm, aos_attribs, inputs,
- draw->pt.nr_vertex_elements, vs_type);
+ key->nr_vertex_elements, vs_type);
/* In the paths with elts vertex id has to be unaffected by the
* index bias and because indices inside our elements array have
key->clamp_vertex_color = llvm->draw->rasterizer->clamp_vertex_color; /**/
- /* Presumably all variants of the shader should have the same
- * number of vertex elements - ie the number of shader inputs.
- * NOTE: we NEED to store the needed number of needed inputs
- * here, not the number of provided elements to match keysize
- * (and the offset of sampler state in the key).
- */
- key->nr_vertex_elements = llvm->draw->vs.vertex_shader->info.file_max[TGSI_FILE_INPUT] + 1;
- assert(key->nr_vertex_elements <= llvm->draw->pt.nr_vertex_elements);
-
/* will have to rig this up properly later */
key->clip_xy = llvm->draw->clip_xy;
key->clip_z = llvm->draw->clip_z;
key->nr_sampler_views = key->nr_samplers;
}
- draw_sampler = draw_llvm_variant_key_samplers(key);
-
+ /* Presumably all variants of the shader should have the same
+ * number of vertex elements - ie the number of shader inputs.
+ * NOTE: we NEED to store the needed number of needed inputs
+ * here, not the number of provided elements to match keysize
+ * (and the offset of sampler state in the key).
+ * If we have excess number of vertex elements, this is valid,
+ * but the excess ones don't matter.
+ * If we don't have enough vertex elements (which looks not really
+ * valid but we'll handle it gracefully) fill out missing ones with
+ * zero (we'll recognize these later by PIPE_FORMAT_NONE).
+ */
+ key->nr_vertex_elements =
+ llvm->draw->vs.vertex_shader->info.file_max[TGSI_FILE_INPUT] + 1;
+
+ if (llvm->draw->pt.nr_vertex_elements < key->nr_vertex_elements) {
+ debug_printf("draw: vs with %d inputs but only have %d vertex elements\n",
+ key->nr_vertex_elements, llvm->draw->pt.nr_vertex_elements);
+ memset(key->vertex_element, 0,
+ sizeof(struct pipe_vertex_element) * key->nr_vertex_elements);
+ }
memcpy(key->vertex_element,
llvm->draw->pt.vertex_element,
- sizeof(struct pipe_vertex_element) * key->nr_vertex_elements);
+ sizeof(struct pipe_vertex_element) *
+ MIN2(key->nr_vertex_elements, llvm->draw->pt.nr_vertex_elements));
- memset(draw_sampler, 0, MAX2(key->nr_samplers, key->nr_sampler_views) * sizeof *draw_sampler);
+ draw_sampler = draw_llvm_variant_key_samplers(key);
+ memset(draw_sampler, 0,
+ MAX2(key->nr_samplers, key->nr_sampler_views) * sizeof *draw_sampler);
for (i = 0 ; i < key->nr_samplers; i++) {
lp_sampler_static_sampler_state(&draw_sampler[i].sampler_state,