It is possible to have a 1-instruction vertex shader before expanding
pos_invarient. Not sure what this assert achieved, but at least move
it where it is correct.
#endif
}
- assert(stvp->Base.Base.NumInstructions > 1);
-
st_translate_vertex_program(st, stvp, xvp->output_to_slot,
xvp->output_to_semantic_name,
xvp->output_to_semantic_index);
if (stvp->Base.IsPositionInvariant)
_mesa_insert_mvp_code(st->ctx, &stvp->Base);
+ assert(stvp->Base.Base.NumInstructions > 1);
+
/*
* Determine number of inputs, the mappings between VERT_ATTRIB_x
* and TGSI generic input indexes, plus input attrib semantic info.