From fe6a21c8671b7b3deea281cb0b9617f3ce7fc5c5 Mon Sep 17 00:00:00 2001 From: Eric Anholt Date: Fri, 18 Jan 2019 15:54:48 -0800 Subject: [PATCH] v3d: Fix overly-large vattr_sizes structs. We want one vector size per vector, not per component. --- src/broadcom/compiler/v3d_compiler.h | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/broadcom/compiler/v3d_compiler.h b/src/broadcom/compiler/v3d_compiler.h index de56d7e4f10..a613146d927 100644 --- a/src/broadcom/compiler/v3d_compiler.h +++ b/src/broadcom/compiler/v3d_compiler.h @@ -557,7 +557,7 @@ struct v3d_compile { 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 @@ -686,7 +686,7 @@ struct v3d_vs_prog_data { 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; -- 2.30.2