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>
This commit is contained in:
Roland Scheidegger 2016-10-12 00:00:28 +02:00
parent cfbf956dfd
commit 7e86b2ddae

View file

@ -1705,6 +1705,13 @@ draw_llvm_generate(struct draw_llvm *llvm, struct draw_llvm_variant *variant,
lp_build_printf(gallivm, " --- io %d = %p, loop counter %d\n",
io_itr, io, lp_loop.counter);
#endif
for (j = draw->pt.nr_vertex_elements; j < PIPE_MAX_SHADER_INPUTS; j++) {
for (i = 0; i < TGSI_NUM_CHANNELS; i++) {
inputs[j][i] = lp_build_zero(gallivm, vs_type);
}
}
for (i = 0; i < vector_length; ++i) {
LLVMValueRef vert_index =
LLVMBuildAdd(builder,