unsigned attrib_count = glsl_count_attribute_slots(type,
nir->info.stage == MESA_SHADER_VERTEX);
+ i = variable->data.driver_location;
+
/* Vertex shader inputs don't have semantics. The state
* tracker has already mapped them to attributes via
* variable->data.driver_location.
*/
if (nir->info.stage == MESA_SHADER_VERTEX) {
- if (glsl_type_is_dual_slot(variable->type))
+ /* TODO: gather the actual input useage and remove this. */
+ info->input_usage_mask[i] = TGSI_WRITEMASK_XYZW;
+
+ if (glsl_type_is_dual_slot(variable->type)) {
num_inputs += 2;
- else
+
+ /* TODO: gather the actual input useage and remove this. */
+ info->input_usage_mask[i+1] = TGSI_WRITEMASK_XYZW;
+ } else
num_inputs++;
continue;
}
continue;
}
- i = variable->data.driver_location;
-
for (unsigned j = 0; j < attrib_count; j++, i++) {
if (processed_inputs & ((uint64_t)1 << i))