}
case nir_intrinsic_load_uniform: {
- /* Offsets are in bytes but they should always be multiples of 16 */
- assert(instr->const_index[0] % 16 == 0);
+ /* Offsets are in bytes but they should always be multiples of 4 */
+ assert(nir_intrinsic_base(instr) % 4 == 0);
dest = get_nir_dest(instr->dest);
src = src_reg(dst_reg(UNIFORM, instr->const_index[0] / 16));
src.type = dest.type;
+ /* Uniforms don't actually have to be vec4 aligned. In the case that
+ * it isn't, we have to use a swizzle to shift things around. They
+ * do still have the std140 alignment requirement that vec2's have to
+ * be vec2-aligned and vec3's and vec4's have to be vec4-aligned.
+ *
+ * The swizzle also works in the indirect case as the generator adds
+ * the swizzle to the offset for us.
+ */
+ unsigned shift = (nir_intrinsic_base(instr) % 16) / 4;
+ assert(shift + instr->num_components <= 4);
+
nir_const_value *const_offset = nir_src_as_const_value(instr->src[0]);
if (const_offset) {
- /* Offsets are in bytes but they should always be multiples of 16 */
- assert(const_offset->u32[0] % 16 == 0);
- src.reg_offset = const_offset->u32[0] / 16;
+ /* Offsets are in bytes but they should always be multiples of 4 */
+ assert(const_offset->u32[0] % 4 == 0);
+
+ unsigned offset = const_offset->u32[0] + shift * 4;
+ src.reg_offset = offset / 16;
+ shift = (nir_intrinsic_base(instr) % 16) / 4;
+ src.swizzle += BRW_SWIZZLE4(shift, shift, shift, shift);
emit(MOV(dest, src));
} else {
+ src.swizzle += BRW_SWIZZLE4(shift, shift, shift, shift);
+
src_reg indirect = get_nir_src(instr->src[0], BRW_REGISTER_TYPE_UD, 1);
+ /* MOV_INDIRECT is going to stomp the whole thing anyway */
+ dest.writemask = WRITEMASK_XYZW;
+
emit(SHADER_OPCODE_MOV_INDIRECT, dest, src,
indirect, brw_imm_ud(instr->const_index[1]));
}