Commit bc730167 authored by Iago Toral's avatar Iago Toral
Browse files

i965/sbe: fix number of inputs for active components

In 16631ca3 we fixed gen9 active components to account for padded
inputs in the URB, which we can have with SSO programs. To do that,
instead of going through the bitfield of inputs (which doesn't include
padding information), we compute the number of inputs from the size
of the URB entry.

Unfortunately, there are some special inputs that are not stored in
the URB and that we also need to account for. These special inputs
are identified and handled during calculate_attr_overrides().

Instead of keeping track of the exact number of inputs, we just
program active components for all possible inputs like we do in

This fixes a regression in a WebGL program that uses Point Sprite
functionality (specifically, VARYING_SLOT_PNTC).

 - Add 'Fixes' tag (Mark Janes)
 - make no_vue_inputs int instead of uint32_t, and add const qualifier
   to num_inputs variable (Ian)

 - Do not try to count inputs correctly, just program all input
   slots like we do in anvil (Ken)

Fixes: 16631ca3

 (i965/sbe: fix active components for SSO programs with over 16 inputs)
Reviewed-by: Kenneth Graunke's avatarKenneth Graunke <>
parent c27f5419
......@@ -3464,10 +3464,8 @@ genX(upload_sbe)(struct brw_context *brw)
#if GEN_GEN >= 9
/* prepare the active component dwords */
const int num_inputs = urb_entry_read_length * 2;
for (int input_index = 0; input_index < num_inputs; input_index++) {
sbe.AttributeActiveComponentFormat[input_index] = ACTIVE_COMPONENT_XYZW;
for (int i = 0; i < 32; i++)
sbe.AttributeActiveComponentFormat[i] = ACTIVE_COMPONENT_XYZW;
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