freedreno/ir3: fix silly typo for binning pass shaders
authorRob Clark <robclark@freedesktop.org>
Thu, 5 Mar 2015 20:27:27 +0000 (15:27 -0500)
committerRob Clark <robclark@freedesktop.org>
Thu, 5 Mar 2015 20:36:47 +0000 (15:36 -0500)
Was resulting in gl_PointSize write being optimized out, causing
particle system type shaders to hang if hw binning enabled.

Fixes neverball, OGLES2ParticleSystem, etc.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
src/gallium/drivers/freedreno/ir3/ir3_compiler.c

index 2084ad31a565615dafe4e230ae6d25254024aca8..fb51cdefc7c2230a740b89cffccf47bb87e7a8bc 100644 (file)
@@ -3337,7 +3337,7 @@ ir3_compile_shader(struct ir3_shader_variant *so,
        if (key.binning_pass) {
                for (i = 0, j = 0; i < so->outputs_count; i++) {
                        unsigned name = sem2name(so->outputs[i].semantic);
-                       unsigned idx = sem2name(so->outputs[i].semantic);
+                       unsigned idx = sem2idx(so->outputs[i].semantic);
 
                        /* throw away everything but first position/psize */
                        if ((idx == 0) && ((name == TGSI_SEMANTIC_POSITION) ||