81615ad444
Mesa will map user defined vertex input attributes to slots starting at VERT_ATTRIB_GENERIC0 which gives us room for only 16 slots (up to GL_VERT_ATTRIB_MAX). This sufficient for GL, where we expose exactly 16 vertex attributes for user defined inputs, but in Vulkan we can expose up to 28 (which are also mapped from VERT_ATTRIB_GENERIC0 onwards) so we need to account for this when we scope the size of the array of attribute workaround flags that is used during the brw_vertex_workarounds NIR pass. This prevents out-of-bounds accesses in that array for NIR shaders that use more than 16 vertex input attributes. Fixes: dEQP-VK.pipeline.vertex_input.max_attributes.* Acked-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>