Not sure why we are getting a shader with two inputs with position semantic, but we don't know how to handle it correctly so it's better to stop the app than lock the machine.
for (i = 0; i < info->num_inputs; i++) {
switch (info->input_semantic_name[i]) {
case TGSI_SEMANTIC_POSITION:
+ assert(pos == FALSE);
pos = TRUE;
tab[i] = 0;
break;
cols++;
break;
case TGSI_SEMANTIC_PSIZE:
+ assert(psize == FALSE);
psize = TRUE;
tab[i] = 15;
break;
case TGSI_SEMANTIC_FOG:
+ assert(fog == FALSE);
fog = TRUE;
/* Fall through */
case TGSI_SEMANTIC_GENERIC: