}
}
+ /* HACK: looks like we need to do int varyings in the frag
+ * shader on a4xx (no flatshad reg?):
+ *
+ * (sy)(ss)nop
+ * (sy)ldlv.u32 r0.x,l[r0.x], 1
+ * ldlv.u32 r0.y,l[r0.x+1], 1
+ * (ss)bary.f (ei)r63.x, 0, r0.x
+ * (ss)(rpt1)cov.s32f16 hr0.x, (r)r0.x
+ * (rpt5)nop
+ * sam (f16)(xyzw)hr0.x, hr0.x, s#0, t#0
+ *
+ * for now, don't set FLAT on vinterp[], since that
+ * at least works well enough for pure float impl (ie.
+ * pre glsl130).. we'll have to do a bit more work to
+ * handle this properly:
+ */
+ for (i = 0; i < ARRAY_SIZE(vinterp); i++)
+ vinterp[i] = 0;
+
OUT_PKT0(ring, REG_A4XX_VPC_ATTR, 2);
OUT_RING(ring, A4XX_VPC_ATTR_TOTALATTR(s[FS].v->total_in) |
A4XX_VPC_ATTR_THRDASSIGN(1) |