When an application declares varying arrays but does not actually do any
indirect indexing, some array indices may end up unused in the consuming
shader, so the number of input slots that correspond to the array ends
up less than the array_size.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
inputSemanticName[i], inputSemanticIndex[i],
interpMode[i], 0, interpLocation[i],
array_id, array_size);
- i += array_size - 1;
+
+ GLuint base_attr = inputSlotToAttr[i];
+ while (i + 1 < numInputs &&
+ inputSlotToAttr[i + 1] < base_attr + array_size)
+ ++i;
}
else {
t->inputs[i] = ureg_DECL_fs_input_cyl_centroid(ureg,