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broadcom/vc5: Set up a vertex position if the shader doesn't.
Our backend needs some sort of vertex position value to emit the scaled viewport values and such. Fixes potential segfaults in KHR-GLES3.copy_tex_image_conversions.required.cubemap_negx_cubemap_negx
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1 changed files with 22 additions and 0 deletions
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@ -1103,9 +1103,31 @@ emit_vpm_write_setup(struct v3d_compile *c)
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v3d33_vir_vpm_write_setup(c);
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}
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/**
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* Sets up c->outputs[c->output_position_index] for the vertex shader
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* epilogue, if an output vertex position wasn't specified in the user's
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* shader. This may be the case for transform feedback with rasterizer
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* discard enabled.
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*/
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static void
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setup_default_position(struct v3d_compile *c)
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{
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if (c->output_position_index != -1)
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return;
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c->output_position_index = c->outputs_array_size;
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for (int i = 0; i < 4; i++) {
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add_output(c,
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c->output_position_index + i,
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VARYING_SLOT_POS, i);
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}
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}
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static void
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emit_vert_end(struct v3d_compile *c)
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{
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setup_default_position(c);
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uint32_t vpm_index = 0;
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struct qreg rcp_w = vir_SFU(c, V3D_QPU_WADDR_RECIP,
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c->outputs[c->output_position_index + 3]);
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