intel/compiler: fix array & struct IO lowering in mesh shaders
authorMarcin Ślusarz <marcin.slusarz@intel.com>
Fri, 11 Feb 2022 16:28:35 +0000 (17:28 +0100)
committerMarge Bot <emma+marge@anholt.net>
Mon, 14 Feb 2022 19:18:23 +0000 (19:18 +0000)
commitb6557b80a50aa96ac0862bc029d72625ea4dd6db
tree1fbc2e6b1c08e984629f4d0eb41f6fbce41cf859
parente6cfd1ed6421c6abcf1893802ae55562fde45d20
intel/compiler: fix array & struct IO lowering in mesh shaders

We really need offsets to be in dwords, not in vec4s.

The bug manifests as random failure of func.mesh.clipdistance.5 crucible
test, where stores to gl_MeshVerticesNV[x].gl_ClipDistance[4+n] actually write to
gl_MeshVerticesNV[x].gl_ClipDistance[1+n].

Fixes: 1f438eb0337 ("intel/compiler: Implement Mesh Output")
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14997>
src/intel/compiler/brw_mesh.cpp