r0 in input into vertex shaders contains things like vertexid,
we need to reserve it even if we have no inputs.
This fixes a bunch of tessellation piglits.
Cc: <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
ctx.file_offset[i] = 0;
}
- if (ctx.type == PIPE_SHADER_VERTEX && ctx.info.num_inputs) {
+ if (ctx.type == PIPE_SHADER_VERTEX) {
+
ctx.file_offset[TGSI_FILE_INPUT] = 1;
- r600_bytecode_add_cfinst(ctx.bc, CF_OP_CALL_FS);
+ if (ctx.info.num_inputs)
+ r600_bytecode_add_cfinst(ctx.bc, CF_OP_CALL_FS);
}
if (ctx.type == PIPE_SHADER_FRAGMENT) {
if (ctx.bc->chip_class >= EVERGREEN)