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>
This commit is contained in:
Kristian H. Kristensen 2019-10-22 20:21:13 -07:00
parent 3cedeba7c9
commit b12ebe3e81
1 changed files with 2 additions and 2 deletions

View File

@ -3332,8 +3332,8 @@ ir3_compile_shader_nir(struct ir3_compiler *compiler,
* need to make sure not to remove any inputs that are used by
* the nonbinning VS.
*/
if (ctx->compiler->gpu_id >= 600 && so->binning_pass) {
debug_assert(so->type == MESA_SHADER_VERTEX);
if (ctx->compiler->gpu_id >= 600 && so->binning_pass &&
so->type == MESA_SHADER_VERTEX) {
for (int i = 0; i < ir->ninputs; i++) {
struct ir3_instruction *in = ir->inputs[i];