freedreno/ir3: Don't assume binning shader is always VS
In tessellation mode, the TES is (probably) the binning shader. Signed-off-by: Kristian H. Kristensen <hoegsberg@google.com> Acked-by: Eric Anholt <eric@anholt.net> Reviewed-by: Rob Clark <robdclark@gmail.com>
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@ -3332,8 +3332,8 @@ ir3_compile_shader_nir(struct ir3_compiler *compiler,
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* need to make sure not to remove any inputs that are used by
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* the nonbinning VS.
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*/
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if (ctx->compiler->gpu_id >= 600 && so->binning_pass) {
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debug_assert(so->type == MESA_SHADER_VERTEX);
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if (ctx->compiler->gpu_id >= 600 && so->binning_pass &&
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so->type == MESA_SHADER_VERTEX) {
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for (int i = 0; i < ir->ninputs; i++) {
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struct ir3_instruction *in = ir->inputs[i];
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