create_vertex_elements_state is sometimes called with a too large
num_elements argument, for example with util_blitter, which causes a
buffer overflow.
There is no documentation to forbid this practice, so don't rely on
so->num_elements being correct and instead use the vertex shader
attribute count, which matches the value used to allocate the
descriptors.
Use attributes_read_count rather than attribute_count because the
latter also includes images and PAN_VERTEX_ID/PAN_INSTANCE_ID.
Fixes:
76de3e691c6 ("panfrost: Merge attribute packing routines")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17447>
* addressing modes and now base is 64 aligned.
*/
- for (unsigned i = 0; i < so->num_elements; ++i) {
+ /* While these are usually equal, they are not required to be. In some
+ * cases, u_blitter passes too high a value for num_elements.
+ */
+ assert(vs->info.attributes_read_count <= so->num_elements);
+
+ for (unsigned i = 0; i < vs->info.attributes_read_count; ++i) {
unsigned vbi = so->pipe[i].vertex_buffer_index;
struct pipe_vertex_buffer *buf = &ctx->vertex_buffers[vbi];
switch (info->stage) {
case MESA_SHADER_VERTEX:
- info->attribute_count = util_bitcount64(s->info.inputs_read);
info->attributes_read = s->info.inputs_read;
+ info->attributes_read_count = util_bitcount64(info->attributes_read);
+ info->attribute_count = info->attributes_read_count;
#if PAN_ARCH <= 5
bool vertex_id = BITSET_TEST(s->info.system_values_read,
unsigned sampler_count;
unsigned texture_count;
unsigned ubo_count;
+ unsigned attributes_read_count;
unsigned attribute_count;
unsigned attributes_read;