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r600/shader: reserve first register of vertex shader.
r0 in input into vertex shaders contains things like vertexid,
we need to reserve it even if we have no inputs.
This fixes a bunch of tessellation piglits.
Cc: <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
(cherry picked from commit 50330d7115)
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a240fd6d13
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1 changed files with 4 additions and 2 deletions
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@ -3031,9 +3031,11 @@ static int r600_shader_from_tgsi(struct r600_context *rctx,
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ctx.file_offset[i] = 0;
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}
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if (ctx.type == PIPE_SHADER_VERTEX && ctx.info.num_inputs) {
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if (ctx.type == PIPE_SHADER_VERTEX) {
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ctx.file_offset[TGSI_FILE_INPUT] = 1;
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r600_bytecode_add_cfinst(ctx.bc, CF_OP_CALL_FS);
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if (ctx.info.num_inputs)
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r600_bytecode_add_cfinst(ctx.bc, CF_OP_CALL_FS);
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}
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if (ctx.type == PIPE_SHADER_FRAGMENT) {
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if (ctx.bc->chip_class >= EVERGREEN)
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