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List: mesa3d-dev
Subject: Re: [Mesa-dev] [PATCH v2] i965/sbe: fix number of inputs for active components
From: Kenneth Graunke <kenneth () whitecape ! org>
Date: 2018-02-28 23:39:24
Message-ID: 1555146.VQMtI7gSIg () kirito
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On Monday, February 26, 2018 11:02:08 PM PST Iago Toral Quiroga wrote:
> In 16631ca30ea6 we fixed gen9 active components to account for padded
> inputs in the URB, which we can have with SSO programs. To do that,
> instead of going through the bitfield of inputs (which doesn't include
> padding information), we compute the number of inputs from the size
> of the URB entry.
>
> Unfortunately, there are some special inputs that are not stored in
> the URB and that we also need to account for. These special inputs
> are identified and handled during calculate_attr_overrides(), so this
> patch modifies this function to return a value with the total number
> of inputs, including the ones that are not stored in the URB, so we
> can use that number to program the correct number of active components.
>
> This fixes a regression in a WebGL program that uses Point Sprite
> functionality (specifically, VARYING_SLOT_PNTC).
>
> v2:
> - Add 'Fixes' tag (Mark Janes)
> - make no_vue_inputs int instead of uint32_t, and add const qualifier
> to num_inputs variable (Ian)
>
> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105224
> Fixes: 16631ca30ea6 (i965/sbe: fix active components for SSO programs with over 16 inputs)
Or you could just steal the code from anv and do:
for (unsigned i = 0; i < 32; i++)
sbe.AttributeActiveComponentFormat[i] = ACF_XYZW;
instead of trying to count correctly.
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