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authorJason Ekstrand <[email protected]>2014-12-08 17:34:52 -0800
committerJason Ekstrand <[email protected]>2015-01-15 07:20:21 -0800
commit534d145e5ea039d57833395a36eed90721f6b272 (patch)
tree0e08819ec9aa87417e8a5fe499e75828cbfa1406 /src/glsl/nir/glsl_to_nir.cpp
parent6a5604ca6a7346278188cb05996444a5091070b5 (diff)
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 <[email protected]>
Diffstat (limited to 'src/glsl/nir/glsl_to_nir.cpp')
-rw-r--r--src/glsl/nir/glsl_to_nir.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/glsl/nir/glsl_to_nir.cpp b/src/glsl/nir/glsl_to_nir.cpp
index 70f0c851f2a..78070afe8e5 100644
--- a/src/glsl/nir/glsl_to_nir.cpp
+++ b/src/glsl/nir/glsl_to_nir.cpp
@@ -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);
/*