From: Dave Airlie <[email protected]>

r0 in input into vertex shaders contains things like vertexid,
we need to reserve it even if we have no inputs.

This fixes a bunch of tessellation piglits.
---
 src/gallium/drivers/r600/r600_shader.c | 6 ++++--
 1 file changed, 4 insertions(+), 2 deletions(-)

diff --git a/src/gallium/drivers/r600/r600_shader.c 
b/src/gallium/drivers/r600/r600_shader.c
index af866c4..c6e4457 100644
--- a/src/gallium/drivers/r600/r600_shader.c
+++ b/src/gallium/drivers/r600/r600_shader.c
@@ -3051,9 +3051,11 @@ static int r600_shader_from_tgsi(struct r600_context 
*rctx,
                ctx.file_offset[i] = 0;
        }
 
-       if (ctx.type == PIPE_SHADER_VERTEX && ctx.info.num_inputs) {
+       if (ctx.type == PIPE_SHADER_VERTEX)  {
+
                ctx.file_offset[TGSI_FILE_INPUT] = 1;
-               r600_bytecode_add_cfinst(ctx.bc, CF_OP_CALL_FS);
+               if (ctx.info.num_inputs)
+                       r600_bytecode_add_cfinst(ctx.bc, CF_OP_CALL_FS);
        }
        if (ctx.type == PIPE_SHADER_FRAGMENT) {
                if (ctx.bc->chip_class >= EVERGREEN)
-- 
2.9.5

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