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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> (cherry picked from commitb6557b80a5)
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1c3a61979b
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2 changed files with 2 additions and 2 deletions
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@ -526,7 +526,7 @@
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"description": "intel/compiler: fix array & struct IO lowering in mesh shaders",
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"nominated": true,
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"nomination_type": 1,
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"resolution": 0,
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"resolution": 1,
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"main_sha": null,
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"because_sha": "1f438eb0337d662b461fd1e335cf06ff68052b6d"
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},
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@ -465,7 +465,7 @@ 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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