nir_ssa_def *ubo_offset = nir_ssa_for_src(b, instr->src[1], 1);
nir_ssa_def *new_offset = ir3_nir_try_propagate_bit_shift(b, ubo_offset, -2);
+ nir_ssa_def *uniform_offset;
if (new_offset)
- ubo_offset = new_offset;
+ uniform_offset = new_offset;
else
- ubo_offset = nir_ushr(b, ubo_offset, nir_imm_int(b, 2));
+ uniform_offset = nir_ushr(b, ubo_offset, nir_imm_int(b, 2));
const int range_offset =
(state->range[block].offset - state->range[block].start) / 4;
- nir_ssa_def *uniform_offset =
- nir_iadd(b, ubo_offset, nir_imm_int(b, range_offset));
nir_intrinsic_instr *uniform =
nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_uniform);
uniform->num_components = instr->num_components;
uniform->src[0] = nir_src_for_ssa(uniform_offset);
+ nir_intrinsic_set_base(uniform, range_offset);
nir_ssa_dest_init(&uniform->instr, &uniform->dest,
uniform->num_components, instr->dest.ssa.bit_size,
instr->dest.ssa.name);