vc4: Fix the shader record size for extended strides.
It turns out they aren't packed when attributes are missing, according to both docs and simulation.
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@ -90,6 +90,7 @@ gl_shader_rec_size(uint32_t pointer_bits)
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{
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uint32_t attribute_count = pointer_bits & 7;
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bool extended = pointer_bits & 8;
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uint32_t size;
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if (attribute_count == 0)
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attribute_count = 8;
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