{
nir_ssa_def *primitive_stride = nir_load_vs_primitive_stride_ir3(b);
nir_ssa_def *primitive_offset =
- nir_imul(b, build_local_primitive_id(b, state), primitive_stride);
+ nir_imul24(b, build_local_primitive_id(b, state), primitive_stride);
nir_ssa_def *attr_offset;
nir_ssa_def *vertex_stride;
unreachable("bad shader stage");
}
- nir_ssa_def *vertex_offset = nir_imul(b, vertex, vertex_stride);
+ nir_ssa_def *vertex_offset = nir_imul24(b, vertex, vertex_stride);
return nir_iadd(b, nir_iadd(b, primitive_offset, vertex_offset),
nir_iadd(b, attr_offset, offset));