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-rw-r--r--src/mesa/drivers/dri/i965/brw_link.cpp42
1 files changed, 19 insertions, 23 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_link.cpp b/src/mesa/drivers/dri/i965/brw_link.cpp
index 871a2fc1a9a..ca934174067 100644
--- a/src/mesa/drivers/dri/i965/brw_link.cpp
+++ b/src/mesa/drivers/dri/i965/brw_link.cpp
@@ -248,29 +248,6 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
_mesa_copy_linked_program_data(shProg, shader);
- /* Make a pass over the IR to add state references for any built-in
- * uniforms that are used. This has to be done now (during linking).
- * Code generation doesn't happen until the first time this shader is
- * used for rendering. Waiting until then to generate the parameters is
- * too late. At that point, the values for the built-in uniforms won't
- * get sent to the shader.
- */
- foreach_in_list(ir_instruction, node, shader->ir) {
- ir_variable *var = node->as_variable();
-
- if ((var == NULL) || (var->data.mode != ir_var_uniform)
- || (strncmp(var->name, "gl_", 3) != 0))
- continue;
-
- const ir_state_slot *const slots = var->get_state_slots();
- assert(slots != NULL);
-
- for (unsigned int i = 0; i < var->get_num_state_slots(); i++) {
- _mesa_add_state_reference(prog->Parameters,
- (gl_state_index *) slots[i].tokens);
- }
- }
-
prog->SamplersUsed = shader->active_samplers;
prog->ShadowSamplers = shader->shadow_samplers;
_mesa_update_shader_textures_used(shProg, prog);
@@ -290,6 +267,25 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage,
compiler->scalar_stage[stage]);
infos[stage] = prog->nir->info;
+
+ /* Make a pass over the IR to add state references for any built-in
+ * uniforms that are used. This has to be done now (during linking).
+ * Code generation doesn't happen until the first time this shader is
+ * used for rendering. Waiting until then to generate the parameters is
+ * too late. At that point, the values for the built-in uniforms won't
+ * get sent to the shader.
+ */
+ nir_foreach_variable(var, &prog->nir->uniforms) {
+ if (strncmp(var->name, "gl_", 3) == 0) {
+ const nir_state_slot *const slots = var->state_slots;
+ assert(var->state_slots != NULL);
+
+ for (unsigned int i = 0; i < var->num_state_slots; i++) {
+ _mesa_add_state_reference(prog->Parameters,
+ (gl_state_index *)slots[i].tokens);
+ }
+ }
+ }
}
/* The linker tries to dead code eliminate unused varying components,