if (input_index < 0)
continue;
- int source_attr = fs_input_map->varying_to_slot[attr];
- max_source_attr = MAX2(max_source_attr, source_attr);
+ const int slot = fs_input_map->varying_to_slot[attr];
if (input_index >= 16)
continue;
- if (source_attr == -1) {
+ if (slot == -1) {
/* This attribute does not exist in the VUE--that means that the
* vertex shader did not write to it. It could be that it's a
* regular varying read by the fragment shader but not written by
swiz.Attribute[input_index].ComponentOverrideZ = true;
swiz.Attribute[input_index].ComponentOverrideW = true;
} else {
+ assert(slot >= 2);
+ const int source_attr = slot - 2;
+ max_source_attr = MAX2(max_source_attr, source_attr);
/* We have to subtract two slots to accout for the URB entry output
* read offset in the VS and GS stages.
*/
- swiz.Attribute[input_index].SourceAttribute = source_attr - 2;
+ swiz.Attribute[input_index].SourceAttribute = source_attr;
}
}