5e30e54e057300f65019c927482e633c367963fc
With Mesa 18.1, commitbe973ed21f, si_llvm_load_input_vs() changed the number of source 32-bit wide dword components used for fetching vertex attributes into the vertex shader from a constant 4 to a variable num_channels number, depending on input data format, with some special case handling for input data formats like 64-Bit doubles. In the case of a GL_DOUBLE input data format with one or two components though, e.g, submitted via ... a) glTexCoordPointer(1, GL_DOUBLE, 0, buffer); b) glTexCoordPointer(2, GL_DOUBLE, 0, buffer); ... the input format would be SI_FIX_FETCH_RG_64_FLOAT, but no special case handling was implemented for that case, so in the default path the number of 32-bit dwords would be set to the number of float input components derived from info->input_usage_mask. This ends with corrupted input to the vertex shader, because fetching a 64-bit double from the vbo requires fetching two 32-bit dwords instead of 1, and fetching a two double input requires 4 dword fetches instead of 2, so in these cases the vertex shader receives incomplete/truncated input data: a) float v = gl_MultiTexCoord0.x; -> v.x is corrupted. b) vec2 v = gl_MultiTexCoord0.xy; -> v.x is assigned correctly, but v.y is corrupted. This happens with the standard TGSI IR compiled shaders. Under NIR with R600_DEBUG=nir, we got correct behavior because the current radeonsi nir code always assigns info->input_usage_mask = TGSI_WRITEMASK_XYZW, thereby always fetches 4 dwords regardless of what the shader actually needs. Fix this by properly assigning 2 or 4 dword fetches for one or two component GL_DOUBLE input. Fixes:be973ed21f("radeonsi: load the right number of components for VS inputs and TBOs") Signed-off-by: Mario Kleiner <mario.kleiner.de@gmail.com> Cc: mesa-stable@lists.freedesktop.org Cc: Marek Olšák <marek.olsak@amd.com> Signed-off-by: Marek Olšák <marek.olsak@amd.com>
`Mesa <https://mesa3d.org>`_ - The 3D Graphics Library
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