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>
This commit is contained in:
Andreas Hartmetz 2014-04-13 22:29:35 +02:00 committed by Ilia Mirkin
parent ca848e8bee
commit 1c6aa6599e
1 changed files with 3 additions and 1 deletions

View File

@ -1228,8 +1228,10 @@ static boolean
incr_inputs(struct translate_sse *p, unsigned index_size)
{
if (!index_size && p->nr_buffer_variants == 1) {
const unsigned buffer_index = p->buffer_variant[0].buffer_index;
struct x86_reg stride =
x86_make_disp(p->machine_EDI, get_offset(p, &p->buffer[0].stride));
x86_make_disp(p->machine_EDI,
get_offset(p, &p->buffer[buffer_index].stride));
if (p->buffer_variant[0].instance_divisor == 0) {
x64_rexw(p->func);