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vc4: Fix handling of UBO range offsets.
The ranges are in units of bytes, not dwords. This wasn't caught by piglit tests because ttn tends to make one big uniform file, so we only had one UBO range with a src and dst offset of 0.
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1 changed files with 3 additions and 2 deletions
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@ -182,10 +182,11 @@ vc4_upload_ubo(struct vc4_context *vc4,
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return NULL;
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struct vc4_bo *ubo = vc4_bo_alloc(vc4->screen, shader->ubo_size, "ubo");
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uint32_t *data = vc4_bo_map(ubo);
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void *data = vc4_bo_map(ubo);
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for (uint32_t i = 0; i < shader->num_ubo_ranges; i++) {
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memcpy(data + shader->ubo_ranges[i].dst_offset,
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gallium_uniforms + shader->ubo_ranges[i].src_offset,
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((const void *)gallium_uniforms +
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shader->ubo_ranges[i].src_offset),
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shader->ubo_ranges[i].size);
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}
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