We have to mark the additional shader input as used, otherwise it will
be eliminated, and we have to setup its index correctly.
This is a bit of a hack, but so is everything surrounding edgeflag
passthrough.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
}
}
+ /* bit of a hack, mirroring st_translate_vertex_program */
+ input_to_index[VERT_ATTRIB_EDGEFLAG] = num_inputs;
+
nir->num_inputs = 0;
nir_foreach_variable_safe(var, &nir->inputs) {
attr = var->data.location;
vpv->tgsi.ir.nir = nir_shader_clone(NULL, stvp->tgsi.ir.nir);
if (key->clamp_color)
NIR_PASS_V(vpv->tgsi.ir.nir, nir_lower_clamp_color_outputs);
- if (key->passthrough_edgeflags)
+ if (key->passthrough_edgeflags) {
NIR_PASS_V(vpv->tgsi.ir.nir, nir_lower_passthrough_edgeflags);
+ vpv->num_inputs++;
+ }
st_finalize_nir(st, &stvp->Base, vpv->tgsi.ir.nir);