vc4: Fix handling of UBO range offsets.
authorEric Anholt <eric@anholt.net>
Wed, 27 Jul 2016 21:58:43 +0000 (14:58 -0700)
committerEric Anholt <eric@anholt.net>
Wed, 3 Aug 2016 17:25:08 +0000 (10:25 -0700)
The ranges are in units of bytes, not dwords.  This wasn't caught by
piglit tests because ttn tends to make one big uniform file, so we only
had one UBO range with a src and dst offset of 0.

src/gallium/drivers/vc4/vc4_uniforms.c

index c9d6b53..528f10e 100644 (file)
@@ -182,10 +182,11 @@ vc4_upload_ubo(struct vc4_context *vc4,
                 return NULL;
 
         struct vc4_bo *ubo = vc4_bo_alloc(vc4->screen, shader->ubo_size, "ubo");
-        uint32_t *data = vc4_bo_map(ubo);
+        void *data = vc4_bo_map(ubo);
         for (uint32_t i = 0; i < shader->num_ubo_ranges; i++) {
                 memcpy(data + shader->ubo_ranges[i].dst_offset,
-                       gallium_uniforms + shader->ubo_ranges[i].src_offset,
+                       ((const void *)gallium_uniforms +
+                        shader->ubo_ranges[i].src_offset),
                        shader->ubo_ranges[i].size);
         }