return;
so->inputs[n].slot = slot;
- so->inputs[n].compmask = (1 << (ncomp + frac)) - 1;
+ so->inputs[n].compmask |= (1 << (ncomp + frac)) - 1;
so->inputs_count = MAX2(so->inputs_count, n + 1);
so->inputs[n].interpolate = in->data.interpolation;
ctx->inputs[idx] = instr;
}
} else if (ctx->so->type == MESA_SHADER_VERTEX) {
- /* We shouldn't have fractional input for VS input.. that only shows
- * up with varying packing
- */
- assert(frac == 0);
+ struct ir3_instruction *input = NULL, *in;
+ struct ir3_instruction *components[4];
+ unsigned mask = (1 << (ncomp + frac)) - 1;
- struct ir3_instruction *input = create_input(ctx, (1 << ncomp) - 1);
- struct ir3_instruction *components[ncomp];
+ foreach_input(in, ctx->ir) {
+ if (in->input.inidx == n) {
+ input = in;
+ break;
+ }
+ }
- input->input.inidx = n;
+ if (!input) {
+ input = create_input(ctx, mask);
+ input->input.inidx = n;
+ } else {
+ input->regs[0]->wrmask |= mask;
+ }
- ir3_split_dest(ctx->block, components, input, 0, ncomp);
+ ir3_split_dest(ctx->block, components, input, frac, ncomp);
for (int i = 0; i < ncomp; i++) {
unsigned idx = (n * 4) + i + frac;