translate_sse: Use the correct buffer index in this fast path.
It is possible that there are multiple input buffers but only one is relevant for translation. Then there will be only a single translation group, which might need to source data from a buffer index != 0. Fixes wrong vertex shader inputs as observed while debugging with an application and driver combination that requires translation of a vertex attribute in a non-trivial set of attributes and input buffers. Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
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@ -1228,8 +1228,10 @@ static boolean
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incr_inputs(struct translate_sse *p, unsigned index_size)
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{
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if (!index_size && p->nr_buffer_variants == 1) {
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const unsigned buffer_index = p->buffer_variant[0].buffer_index;
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struct x86_reg stride =
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x86_make_disp(p->machine_EDI, get_offset(p, &p->buffer[0].stride));
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x86_make_disp(p->machine_EDI,
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get_offset(p, &p->buffer[buffer_index].stride));
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if (p->buffer_variant[0].instance_divisor == 0) {
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x64_rexw(p->func);
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