nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_ubo);
desc_load->src[0] = nir_src_for_ssa(desc_buffer_index);
desc_load->src[1] = nir_src_for_ssa(desc_offset);
+ nir_intrinsic_set_align(desc_load, 8, 0);
desc_load->num_components = 4;
nir_ssa_dest_init(&desc_load->instr, &desc_load->dest, 4, 32, NULL);
nir_builder_instr_insert(b, &desc_load->instr);
nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_ubo);
desc_load->src[0] = nir_src_for_ssa(desc_buffer_index);
desc_load->src[1] = nir_src_for_ssa(desc_offset);
+ nir_intrinsic_set_align(desc_load, 8, offset % 8);
desc_load->num_components = num_components;
nir_ssa_dest_init(&desc_load->instr, &desc_load->dest,
num_components, bit_size, NULL);
load_ubo->num_components = intrin->num_components;
load_ubo->src[0] = nir_src_for_ssa(index);
load_ubo->src[1] = nir_src_for_ssa(offset);
+ nir_intrinsic_set_align(load_ubo, intrin->dest.ssa.bit_size / 8, 0);
nir_ssa_dest_init(&load_ubo->instr, &load_ubo->dest,
intrin->dest.ssa.num_components,
intrin->dest.ssa.bit_size, NULL);
lower_tex_deref(tex, nir_tex_src_sampler_deref,
&tex->sampler_index, plane, state);
-
- /* The backend only ever uses this to mark used surfaces. We don't care
- * about that little optimization so it just needs to be non-zero.
- */
- tex->texture_array_size = 1;
}
static void