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authorEric Anholt <[email protected]>2019-01-18 15:54:48 -0800
committerEric Anholt <[email protected]>2019-01-27 08:30:03 -0800
commitfe6a21c8671b7b3deea281cb0b9617f3ce7fc5c5 (patch)
tree831c705969db2698c9fc28ef10c43d9e951e46c8
parent533b3f054152f1eab3b1880b14b744afc03294ca (diff)
v3d: Fix overly-large vattr_sizes structs.
We want one vector size per vector, not per component.
-rw-r--r--src/broadcom/compiler/v3d_compiler.h4
1 files 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;