We'd have to map the VBO and rewrite things to a lower stride to fix it.
Reviewed-by: Matt Turner <mattst88@gmail.com>
static void brw_emit_vertices(struct brw_context *brw)
{
+ struct gl_context *ctx = &brw->ctx;
GLuint i, nr_elements;
brw_prepare_vertices(brw);
if (brw->gen == 7)
dw0 |= GEN7_MOCS_L3 << 16;
+ WARN_ONCE(buffer->stride >= (brw->gen >= 5 ? 2048 : 2047),
+ "VBO stride %d too large, bad rendering may occur\n",
+ buffer->stride);
OUT_BATCH(dw0 | (buffer->stride << BRW_VB0_PITCH_SHIFT));
OUT_RELOC(buffer->bo, I915_GEM_DOMAIN_VERTEX, 0, buffer->offset);
if (brw->gen >= 5) {