BRW_GET_SWZ(inst->src[i].swizzle, c) + 1);
}
}
+
+ if (inst->opcode == SHADER_OPCODE_MOV_INDIRECT &&
+ inst->src[0].file == UNIFORM) {
+ assert(inst->src[2].file == BRW_IMMEDIATE_VALUE);
+ assert(inst->src[0].subnr == 0);
+
+ unsigned bytes_read = inst->src[2].ud;
+ assert(bytes_read % 4 == 0);
+ unsigned vec4s_read = DIV_ROUND_UP(bytes_read, 16);
+
+ /* We just mark every register touched by a MOV_INDIRECT as being
+ * fully used. This ensures that it doesn't broken up piecewise by
+ * the next part of our packing algorithm.
+ */
+ int reg = inst->src[0].nr;
+ for (unsigned i = 0; i < vec4s_read; i++)
+ chans_used[reg + i] = 4;
+ }
}
int new_uniform_count = 0;