nir_const_value *const_offset = nir_src_as_const_value(*offset);
if (const_offset) {
- intrin->const_index[0] += const_offset->u[0];
+ intrin->const_index[0] += const_offset->u32[0];
b->cursor = nir_before_instr(&intrin->instr);
nir_instr_rewrite_src(&intrin->instr, offset,
nir_src_for_ssa(nir_imm_int(b, 0)));
if (vertex) {
nir_const_value *const_vertex = nir_src_as_const_value(*vertex);
if (const_vertex) {
- intrin->const_index[0] += const_vertex->u[0] *
+ intrin->const_index[0] += const_vertex->u32[0] *
state->vue_map->num_per_vertex_slots;
} else {
state->b.cursor = nir_before_instr(&intrin->instr);
{
switch (type) {
case nir_type_uint:
+ case nir_type_uint32:
return BRW_REGISTER_TYPE_UD;
case nir_type_bool:
case nir_type_int:
+ case nir_type_bool32:
+ case nir_type_int32:
return BRW_REGISTER_TYPE_D;
case nir_type_float:
+ case nir_type_float32:
return BRW_REGISTER_TYPE_F;
+ case nir_type_float64:
+ return BRW_REGISTER_TYPE_DF;
+ case nir_type_int64:
+ case nir_type_uint64:
+ /* TODO we should only see these in moves, so for now it's ok, but when
+ * we add actual 64-bit integer support we should fix this.
+ */
+ return BRW_REGISTER_TYPE_DF;
default:
unreachable("unknown type");
}
{
switch (type) {
case nir_type_float:
+ case nir_type_float32:
return GLSL_TYPE_FLOAT;
+ case nir_type_float64:
+ return GLSL_TYPE_DOUBLE;
+
case nir_type_int:
+ case nir_type_int32:
return GLSL_TYPE_INT;
case nir_type_uint:
+ case nir_type_uint32:
return GLSL_TYPE_UINT;
default: