Using NIR for vertex shaders regressed shaders.glsl-vs-int-attrib on some 32 bit hardware. All platforms exhibit the same failure pattern: piglit/bin/glsl-vs-int-attrib -auto -fbo Probe color at (0,0) Expected: 0.000000 1.000000 0.000000 Observed: 1.000000 0.000000 0.000000 FWIW, this test was fixed for m32 earlier at mesa 1a93e7690dc90211164082d6a2d26d93da8127ef
The following patch should fix this bug: http://lists.freedesktop.org/archives/mesa-dev/2015-August/092474.html While that patch will apply cleanly, you also need the first patch in the series or you'll get more regressions. The two together does seem to fix this though.
Fixed by: commit b8d2263c83d29f4626ac0fe0316978aa6262aefb Author: Antia Puentes <apuentes@igalia.com> Date: Mon Sep 14 09:50:59 2015 +0200 i965/vec4_nir: Load constants as integers Loads constants using integer as their register type, like it is done in FS backend. No shader-db changes in HSW. Cc: "10.6 11.0" <mesa-stable@lists.freedesktop.org> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91716 Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
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