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intel/compiler: fix array & struct IO lowering in mesh shaders
We really need offsets to be in dwords, not in vec4s.
The bug manifests as random failure of func.mesh.clipdistance.5 crucible
test, where stores to gl_MeshVerticesNV[x].gl_ClipDistance[4+n] actually write to
gl_MeshVerticesNV[x].gl_ClipDistance[1+n].
Fixes: 1f438eb033 ("intel/compiler: Implement Mesh Output")
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14997>
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@ -453,7 +453,7 @@ brw_nir_lower_mue_outputs(nir_shader *nir, const struct brw_mue_map *map)
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var->data.driver_location = map->start_dw[location];
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}
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nir_lower_io(nir, nir_var_shader_out, type_size_vec4,
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nir_lower_io(nir, nir_var_shader_out, type_size_scalar_dwords,
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nir_lower_io_lower_64bit_to_32);
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}
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