nir: Use a source for uniform buffer indices instead of an index

In GLSL-to-NIR we were just setting the base index to 0 whenever there was
an indirect so having it expressed as a sum makes no sense.  Also, while a
base offset may make sense for the memory location (first element in the
array, etc.) it makes less sense for the actual uniform buffer index.  This
may change later, but it seems to make more sense for now.

Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
This commit is contained in:
Jason Ekstrand
2014-12-08 17:34:52 -08:00
parent 6a5604ca6a
commit 534d145e5e
3 changed files with 77 additions and 56 deletions

View File

@@ -897,11 +897,11 @@ nir_visitor::visit(ir_expression *ir)
}
nir_intrinsic_instr *load = nir_intrinsic_instr_create(this->shader, op);
load->num_components = ir->type->vector_elements;
load->const_index[0] = ir->operands[0]->as_constant()->value.u[0];
load->const_index[1] = const_index ? const_index->value.u[0] : 0; /* base offset */
load->const_index[2] = 1; /* number of vec4's */
load->const_index[0] = const_index ? const_index->value.u[0] : 0; /* base offset */
load->const_index[1] = 1; /* number of vec4's */
load->src[0] = evaluate_rvalue(ir->operands[0]);
if (!const_index)
load->src[0] = evaluate_rvalue(ir->operands[1]);
load->src[1] = evaluate_rvalue(ir->operands[1]);
add_instr(&load->instr, ir->type->vector_elements);
/*