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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