case GLSL_SAMPLER_DIM_CUBE:
instr->coord_components = 3;
break;
+ case GLSL_SAMPLER_DIM_SUBPASS:
+ unreachable("can't reach");
}
unsigned src_number = 0;
struct nir_shader *shader = b->shader;
/* Create input variables. */
- const int num_inputs = _mesa_flsll(c->prog->InputsRead);
+ const int num_inputs = util_last_bit64(c->prog->InputsRead);
for (int i = 0; i < num_inputs; i++) {
if (!(c->prog->InputsRead & BITFIELD64_BIT(i)))
continue;
}
/* Create output registers and variables. */
- int max_outputs = _mesa_fls(c->prog->OutputsWritten);
+ int max_outputs = util_last_bit(c->prog->OutputsWritten);
c->output_regs = rzalloc_array(c, nir_register *, max_outputs);
for (int i = 0; i < max_outputs; i++) {
ptn_add_output_stores(c);
s->info.name = ralloc_asprintf(s, "ARB%d", prog->Id);
- s->info.num_textures = _mesa_fls(prog->SamplersUsed);
+ s->info.num_textures = util_last_bit(prog->SamplersUsed);
s->info.num_ubos = 0;
s->info.num_abos = 0;
s->info.num_ssbos = 0;