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mesa/main: handle double uniform matrices properly
When computing the offset in the uniform storage table, take into account the size multiplier so double precision matrices are handled correctly. Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@ -993,7 +993,7 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
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elements = components * vectors;
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if (!transpose) {
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memcpy(&uni->storage[elements * offset], values,
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memcpy(&uni->storage[size_mul * elements * offset], values,
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sizeof(uni->storage[0]) * elements * count * size_mul);
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} else if (basicType == GLSL_TYPE_FLOAT) {
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/* Copy and transpose the matrix.
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