Hi,

On Monday, 26 November 2018 19:39:50 CET Erik Faye-Lund wrote:
> I know this is *very* late notice, but this commit broke Super Tux Kart
> on VirGL. Both the player-models as as well as the level data renders
> with gibberish vertex positions since this commit.
> 
> The fix that Rob Clark did on top does not fix the problem (and
> shouldn't have; VirGL doesn't use NIR).

Do you have any idea how I can reproduce that issue with the least
effort?

Can you tell me what the virgl driver sees at
Const.MaxVertexAttribRelativeOffset and
Const.MaxVertexAttribStride?

best
Mathias


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