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 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev