It is possible that there are multiple input buffers but only one is
relevant for translation. Then there will be only a single translation
group, which might need to source data from a buffer index != 0.
Fixes wrong vertex shader inputs as observed while debugging with an
application and driver combination that requires translation of a
vertex attribute in a non-trivial set of attributes and input buffers.
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
incr_inputs(struct translate_sse *p, unsigned index_size)
{
if (!index_size && p->nr_buffer_variants == 1) {
+ const unsigned buffer_index = p->buffer_variant[0].buffer_index;
struct x86_reg stride =
- x86_make_disp(p->machine_EDI, get_offset(p, &p->buffer[0].stride));
+ x86_make_disp(p->machine_EDI,
+ get_offset(p, &p->buffer[buffer_index].stride));
if (p->buffer_variant[0].instance_divisor == 0) {
x64_rexw(p->func);