+ /* Don't propagate small immediates into the top-end bounds
+ * checking for indirect UBO loads. The kernel doesn't parse
+ * small immediates and rejects the shader in this case. UBO
+ * loads are much more expensive than the uniform load, and
+ * indirect UBO regions are usually much larger than a small
+ * immediate, so it's not worth updating the kernel to allow
+ * optimizing it.
+ */
+ if (inst->op == QOP_MIN_NOIMM)
+ continue;
+