radv/ac: move point coord after layer/viewport.

These need to be ordered as per shader enum ordering, I'll
rewrite this soon, but this is a bug fix.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This commit is contained in:
Dave Airlie
2017-04-21 03:02:46 +01:00
parent 1c66522ecc
commit b858cb4df8

View File

@@ -1881,12 +1881,6 @@ static void calculate_ps_inputs(struct radv_pipeline *pipeline)
outinfo = &vs->info.vs.outinfo;
unsigned ps_offset = 0;
if (ps->info.fs.has_pcoord) {
unsigned val;
val = S_028644_PT_SPRITE_TEX(1) | S_028644_OFFSET(0x20);
pipeline->graphics.ps_input_cntl[ps_offset] = val;
ps_offset++;
}
if (ps->info.fs.prim_id_input && (outinfo->prim_id_output != 0xffffffff)) {
unsigned vs_offset, flat_shade;
@@ -1908,6 +1902,13 @@ static void calculate_ps_inputs(struct radv_pipeline *pipeline)
++ps_offset;
}
if (ps->info.fs.has_pcoord) {
unsigned val;
val = S_028644_PT_SPRITE_TEX(1) | S_028644_OFFSET(0x20);
pipeline->graphics.ps_input_cntl[ps_offset] = val;
ps_offset++;
}
for (unsigned i = 0; i < 32 && (1u << i) <= ps->info.fs.input_mask; ++i) {
unsigned vs_offset, flat_shade;
unsigned val;