freedreno/ir3: fix silly typo for binning pass shaders

Was resulting in gl_PointSize write being optimized out, causing
particle system type shaders to hang if hw binning enabled.

Fixes neverball, OGLES2ParticleSystem, etc.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
(cherry picked from commit 60096ed906)
This commit is contained in:
Rob Clark 2015-03-05 15:27:27 -05:00 committed by Emil Velikov
parent 977626f10a
commit a91ee1e187

View file

@ -3154,7 +3154,7 @@ ir3_compile_shader(struct ir3_shader_variant *so,
if (key.binning_pass) {
for (i = 0, j = 0; i < so->outputs_count; i++) {
unsigned name = sem2name(so->outputs[i].semantic);
unsigned idx = sem2name(so->outputs[i].semantic);
unsigned idx = sem2idx(so->outputs[i].semantic);
/* throw away everything but first position/psize */
if ((idx == 0) && ((name == TGSI_SEMANTIC_POSITION) ||