nir_validate_shader(nir, "after remap");
- if (nir->info.stage != MESA_SHADER_COMPUTE)
- brw_nir_analyze_ubo_ranges(compiler, nir, NULL, prog_data->ubo_ranges);
-
/* We don't use params[], but fs_visitor::nir_setup_uniforms() asserts
* about it for compute shaders, so go ahead and make some fake ones
* which the backend will dead code eliminate.
assign_common_binding_table_offsets(devinfo, nir, prog_data, 0,
num_system_values, num_cbufs);
+ brw_nir_analyze_ubo_ranges(compiler, nir, NULL, prog_data->ubo_ranges);
+
brw_compute_vue_map(devinfo,
&vue_prog_data->vue_map, nir->info.outputs_written,
nir->info.separate_shader);
&num_system_values, &num_cbufs);
assign_common_binding_table_offsets(devinfo, nir, prog_data, 0,
num_system_values, num_cbufs);
+ brw_nir_analyze_ubo_ranges(compiler, nir, NULL, prog_data->ubo_ranges);
} else {
nir = brw_nir_create_passthrough_tcs(mem_ctx, compiler, options, key);
assign_common_binding_table_offsets(devinfo, nir, prog_data, 0,
num_system_values, num_cbufs);
+ brw_nir_analyze_ubo_ranges(compiler, nir, NULL, prog_data->ubo_ranges);
+
struct brw_vue_map input_vue_map;
brw_compute_tess_vue_map(&input_vue_map, key->inputs_read,
key->patch_inputs_read);
assign_common_binding_table_offsets(devinfo, nir, prog_data, 0,
num_system_values, num_cbufs);
+ brw_nir_analyze_ubo_ranges(compiler, nir, NULL, prog_data->ubo_ranges);
+
brw_compute_vue_map(devinfo,
&vue_prog_data->vue_map, nir->info.outputs_written,
nir->info.separate_shader);
assign_common_binding_table_offsets(devinfo, nir, prog_data,
MAX2(key->nr_color_regions, 1),
num_system_values, num_cbufs);
+
+ brw_nir_analyze_ubo_ranges(compiler, nir, NULL, prog_data->ubo_ranges);
+
char *error_str = NULL;
const unsigned *program =
brw_compile_fs(compiler, &ice->dbg, mem_ctx, key, fs_prog_data,