vc4: Split UBO0 and UBO1 address uniform handling.

I'm going to extend how UBO0 works in a moment.
This commit is contained in:
Eric Anholt
2019-04-08 21:39:08 -07:00
parent 7347d09d6a
commit 0204fb77e0
3 changed files with 20 additions and 19 deletions

View File

@@ -135,7 +135,7 @@ indirect_uniform_load(struct vc4_compile *c, nir_intrinsic_instr *intr)
qir_ADD_dest(c, qir_reg(QFILE_TEX_S_DIRECT, 0),
indirect_offset,
qir_uniform(c, QUNIFORM_UBO_ADDR, 0));
qir_uniform(c, QUNIFORM_UBO0_ADDR, 0));
c->num_texture_samples++;
@@ -147,7 +147,7 @@ indirect_uniform_load(struct vc4_compile *c, nir_intrinsic_instr *intr)
static struct qreg
vc4_ubo_load(struct vc4_compile *c, nir_intrinsic_instr *intr)
{
unsigned buffer_index = nir_src_as_uint(intr->src[0]);
int buffer_index = nir_src_as_uint(intr->src[0]);
assert(buffer_index == 1);
assert(c->stage == QSTAGE_FRAG);
@@ -160,7 +160,7 @@ vc4_ubo_load(struct vc4_compile *c, nir_intrinsic_instr *intr)
qir_ADD_dest(c, qir_reg(QFILE_TEX_S_DIRECT, 0),
offset,
qir_uniform(c, QUNIFORM_UBO_ADDR, buffer_index));
qir_uniform(c, QUNIFORM_UBO1_ADDR, 0));
c->num_texture_samples++;