[Mesa-dev] [PATCH] draw: initialize shader inputs
sroland at vmware.com
sroland at vmware.com
Tue Oct 11 22:04:34 UTC 2016
From: Roland Scheidegger <sroland at vmware.com>
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.
---
src/gallium/auxiliary/draw/draw_llvm.c | 7 +++++++
1 file changed, 7 insertions(+)
diff --git a/src/gallium/auxiliary/draw/draw_llvm.c b/src/gallium/auxiliary/draw/draw_llvm.c
index 87951fa..4270a8f 100644
--- a/src/gallium/auxiliary/draw/draw_llvm.c
+++ b/src/gallium/auxiliary/draw/draw_llvm.c
@@ -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,
--
2.7.4
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