This function deals with vertex inputs and fragment outputs, so we should count the attribute locations correctly for the vertex inputs. Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com> Signed-off-by: Dave Airlie <airlied@redhat.com>tags/11.2-branchpoint
@@ -2466,7 +2466,7 @@ assign_attribute_or_color_locations(gl_shader_program *prog, | |||
return false; | |||
} | |||
const unsigned slots = var->type->count_attribute_slots(false); | |||
const unsigned slots = var->type->count_attribute_slots(target_index == MESA_SHADER_VERTEX ? true : false); | |||
/* If the variable is not a built-in and has a location statically | |||
* assigned in the shader (presumably via a layout qualifier), make sure |