The offset to the arrays after the first was mis-scaled, so we'd go
access off the end of the surface and read 0s. Fixes
glsl-vs-uniform-array-3.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
if (pull_constant_loc[uniform] == -1) {
const float **values = &prog_data->param[uniform * 4];
- pull_constant_loc[uniform] = prog_data->nr_pull_params;
+ pull_constant_loc[uniform] = prog_data->nr_pull_params / 4;
for (int j = 0; j < uniform_size[uniform] * 4; j++) {
prog_data->pull_param[prog_data->nr_pull_params++] = values[j];