return FALSE;
}
}
- } else if (emit->ps_reads_pos) {
+ } else if (emit->ps_reads_pos && emit->info.reads_z) {
/*
* Assemble the position from various bits of inputs. Depth and W are
* passed in a texcoord this is due to D3D's vPos not hold Z or W.
scalar( src(emit->ps_temp_pos), TGSI_SWIZZLE_W ) ))
return FALSE;
}
-
+
return TRUE;
}