VGPU10OperandToken0 operand0;
VGPU10OperandToken1 operand1;
- if (emit->unit == PIPE_SHADER_FRAGMENT &&
- file == TGSI_FILE_INPUT) {
- if (index == emit->fs.face_input_index) {
- /* Replace INPUT[FACE] with TEMP[FACE] */
- file = TGSI_FILE_TEMPORARY;
- index = emit->fs.face_tmp_index;
- }
- else if (index == emit->fs.fragcoord_input_index) {
- /* Replace INPUT[POSITION] with TEMP[POSITION] */
- file = TGSI_FILE_TEMPORARY;
- index = emit->fs.fragcoord_tmp_index;
+ if (emit->unit == PIPE_SHADER_FRAGMENT){
+ if (file == TGSI_FILE_INPUT) {
+ if (index == emit->fs.face_input_index) {
+ /* Replace INPUT[FACE] with TEMP[FACE] */
+ file = TGSI_FILE_TEMPORARY;
+ index = emit->fs.face_tmp_index;
+ }
+ else if (index == emit->fs.fragcoord_input_index) {
+ /* Replace INPUT[POSITION] with TEMP[POSITION] */
+ file = TGSI_FILE_TEMPORARY;
+ index = emit->fs.fragcoord_tmp_index;
+ }
+ else {
+ /* We remap fragment shader inputs to that FS input indexes
+ * match up with VS/GS output indexes.
+ */
+ index = emit->linkage.input_map[index];
+ }
}
- else {
- /* We remap fragment shader inputs to that FS input indexes
- * match up with VS/GS output indexes.
- */
+ }
+ else if (emit->unit == PIPE_SHADER_GEOMETRY) {
+ if (file == TGSI_FILE_INPUT) {
+ is_prim_id = (index == emit->gs.prim_id_index);
index = emit->linkage.input_map[index];
}
}
- else if (emit->unit == PIPE_SHADER_GEOMETRY &&
- file == TGSI_FILE_INPUT) {
- is_prim_id = (index == emit->gs.prim_id_index);
- index = emit->linkage.input_map[index];
- }
else if (emit->unit == PIPE_SHADER_VERTEX) {
if (file == TGSI_FILE_INPUT) {
/* if input is adjusted... */