struct qreg offset =
vir_ADD(c, vir_uniform_ui(c, base_offset), src_offset);
+ /* Usually, for VS or FS, we only emit outputs once at program end so
+ * our VPM writes are never in non-uniform control flow, but this
+ * is not true for GS, where we are emitting multiple vertices.
+ */
+ if (vir_in_nonuniform_control_flow(c)) {
+ vir_set_pf(vir_MOV_dest(c, vir_nop_reg(), c->execute),
+ V3D_QPU_PF_PUSHZ);
+ }
+
vir_VPM_WRITE_indirect(c, ntq_get_src(c, instr->src[0], 0), offset);
+
+ if (vir_in_nonuniform_control_flow(c)) {
+ struct qinst *last_inst =
+ (struct qinst *)c->cur_block->instructions.prev;
+ vir_set_cond(last_inst, V3D_QPU_COND_IFA);
+ }
}
static void