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draw: initialize shader inputs
This should make the code more robust if a shader tries to use inputs which aren't defined by the vertex element layout (which usually shouldn't happen). No piglit change. Reviewed-by: Brian Paul <brianp@vmware.com>
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@ -1705,6 +1705,13 @@ draw_llvm_generate(struct draw_llvm *llvm, struct draw_llvm_variant *variant,
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lp_build_printf(gallivm, " --- io %d = %p, loop counter %d\n",
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io_itr, io, lp_loop.counter);
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#endif
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for (j = draw->pt.nr_vertex_elements; j < PIPE_MAX_SHADER_INPUTS; j++) {
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for (i = 0; i < TGSI_NUM_CHANNELS; i++) {
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inputs[j][i] = lp_build_zero(gallivm, vs_type);
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}
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}
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for (i = 0; i < vector_length; ++i) {
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LLVMValueRef vert_index =
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LLVMBuildAdd(builder,
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