cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
uint32_t max_index = 0xffff;
- uint32_t vpm_offset = 0;
for (int i = 0; i < vtx->num_elements; i++) {
struct pipe_vertex_element *elem = &vtx->pipe[i];
struct pipe_vertex_buffer *vb =
cl_u8(&shader_rec, vc4->prog.vs->vattr_offsets[i]);
cl_u8(&shader_rec, vc4->prog.cs->vattr_offsets[i]);
- vpm_offset += align(elem_size, 4);
-
if (vb->stride > 0) {
max_index = MIN2(max_index,
(vb_size - elem_size) / vb->stride);