* be any component of a vector, and then we load 4 contiguous
* components starting from that.
*
- * We break down the const_offset to a portion added to the variable
- * offset and a portion done using reg_offset, which means that if you
- * have GLSL using something like "uniform vec4 a[20]; gl_FragColor =
- * a[i]", we'll temporarily generate 4 vec4 loads from offset i * 4, and
- * CSE can later notice that those loads are all the same and eliminate
- * the redundant ones.
+ * We break down the const_offset to a portion added to the variable offset
+ * and a portion done using fs_reg::offset, which means that if you have
+ * GLSL using something like "uniform vec4 a[20]; gl_FragColor = a[i]",
+ * we'll temporarily generate 4 vec4 loads from offset i * 4, and CSE can
+ * later notice that those loads are all the same and eliminate the
+ * redundant ones.
*/
fs_reg vec4_offset = vgrf(glsl_type::uint_type);
bld.ADD(vec4_offset, varying_offset, brw_imm_ud(const_offset & ~0xf));
stage_prog_data->nr_params = num_push_constants;
stage_prog_data->nr_pull_params = num_pull_constants;
- /* Up until now, the param[] array has been indexed by reg + reg_offset
+ /* Up until now, the param[] array has been indexed by reg + offset
* of UNIFORM registers. Move pull constants into pull_param[] and
* condense param[] to only contain the uniforms we chose to push.
*
bool progress = false;
- /* Note that we're done with register allocation, so GRF fs_regs always
- * have a .reg_offset of 0.
- */
-
foreach_block_and_inst(block, fs_inst, inst, cfg) {
if (inst->mlen != 0 && inst->dst.file == VGRF) {
insert_gen4_pre_send_dependency_workarounds(block, inst);