info->input_cylindrical_wrap[reg] = (ubyte)fulldecl->Interp.CylindricalWrap;
/* Vertex shaders can have inputs with holes between them. */
- if (info->processor == PIPE_SHADER_VERTEX)
- info->num_inputs = MAX2(info->num_inputs, reg + 1);
- else {
- info->num_inputs++;
- assert(reg < info->num_inputs);
- }
+ info->num_inputs = MAX2(info->num_inputs, reg + 1);
if (semName == TGSI_SEMANTIC_PRIMID)
info->uses_primid = TRUE;
else if (file == TGSI_FILE_OUTPUT) {
info->output_semantic_name[reg] = (ubyte) semName;
info->output_semantic_index[reg] = (ubyte) semIndex;
- info->num_outputs++;
- assert(reg < info->num_outputs);
+ info->num_outputs = MAX2(info->num_outputs, reg + 1);
if (semName == TGSI_SEMANTIC_COLOR)
info->colors_written |= 1 << semIndex;