Let's say we have c1 and c2 declared in the shader and c0 given by the app
Then here we would have read c0, c1 and c2 given by the app, instead
of the correct c0, c1, c2.
This correction fixes several issues in some games.
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Signed-off-by: Axel Davy <axel.davy@ens.fr>
Cc: "10.4" <mesa-stable@lists.freedesktop.org>
struct ureg_program *ureg = tx->ureg;
struct ureg_dst dst;
struct ureg_src src[2];
+ struct sm1_src_param *src_mat = &tx->insn.src[1];
unsigned i;
dst = tx_dst_param(tx, &tx->insn.dst[0]);
src[0] = tx_src_param(tx, &tx->insn.src[0]);
- src[1] = tx_src_param(tx, &tx->insn.src[1]);
- for (i = 0; i < n; i++, src[1].Index++)
+ for (i = 0; i < n; i++)
{
const unsigned m = (1 << i);
+ src[1] = tx_src_param(tx, src_mat);
+ src_mat->idx++;
+
if (!(dst.WriteMask & m))
continue;