In tessellation mode, the TES is (probably) the binning shader.
Signed-off-by: Kristian H. Kristensen <hoegsberg@google.com>
Acked-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Rob Clark <robdclark@gmail.com>
* need to make sure not to remove any inputs that are used by
* the nonbinning VS.
*/
- if (ctx->compiler->gpu_id >= 600 && so->binning_pass) {
- debug_assert(so->type == MESA_SHADER_VERTEX);
+ if (ctx->compiler->gpu_id >= 600 && so->binning_pass &&
+ so->type == MESA_SHADER_VERTEX) {
for (int i = 0; i < ir->ninputs; i++) {
struct ir3_instruction *in = ir->inputs[i];