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:
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.
Author: Antia Puentes <firstname.lastname@example.org>
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" <email@example.com>
Reviewed-by: Jason Ekstrand <firstname.lastname@example.org>
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