On Tue, 17 Jan 2012 22:10:07 -0800, Kenneth Graunke <[email protected]> wrote: > Both the VF and VS share space in the URB. First, the VF stores > attributes (shader inputs) there. The VS then reads the attributes, > executes, and reuses the space to store varyings (shader outputs). > > Thus, we need to calculate the amount of URB space necessary for inputs, > outputs, and pick whichever is greater. > > The old VS backend correctly did this (brw_vs_emit.c:408), but the new > VS backend only considered outputs. > > Fixes vertex scrambling in GLBenchmark PRO on Ivybridge. > > NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: Eric Anholt <[email protected]>
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