We're really more concerned about how many inputs the fragment shader
is expecting.
/* XXX: currently just hope the VS outputs line up with FS inputs:
*/
- for (j = 0; j < c->key.vp_nr_outputs; j++)
+ for (j = 0; j < c->key.nr_inputs; j++)
prealloc_reg(c, &c->payload.input_interp[j], reg++);
- assert(c->key.vp_nr_outputs >= 1);
-
c->prog_data.first_curbe_grf = c->key.nr_depth_regs * 2;
c->prog_data.urb_read_length = (c->key.nr_inputs + 1) * 2;
c->prog_data.curb_read_length = c->nr_creg * 2;