We were always treating the vertex index as a scalar but when the
shader is using indirect addressing it will be a vector of indices
for each channel. This was causing some nasty crashes insides
LLVM.
Signed-off-by: Zack Rusin za...@vmware.com
---
src/gallium/auxiliary/draw/draw_llvm.c
Am 17.04.2013 21:17, schrieb Zack Rusin:
We were always treating the vertex index as a scalar but when the
shader is using indirect addressing it will be a vector of indices
for each channel. This was causing some nasty crashes insides
LLVM.
Signed-off-by: Zack Rusin za...@vmware.com
---