We want one vector size per vector, not per component.
struct qreg cs_shared_offset;
int local_invocation_index_bits;
- uint8_t vattr_sizes[V3D_MAX_VS_INPUTS];
+ uint8_t vattr_sizes[V3D_MAX_VS_INPUTS / 4];
uint32_t num_vpm_writes;
/* Size in bytes of registers that have been spilled. This is how much
bool uses_iid, uses_vid;
/* Number of components read from each vertex attribute. */
- uint8_t vattr_sizes[32];
+ uint8_t vattr_sizes[V3D_MAX_VS_INPUTS / 4];
/* Total number of components read, for the shader state record. */
uint32_t vpm_input_size;