/* This IR node takes a constant uniform block and a constant or
* variable byte offset within the block and loads a vector from that.
*/
- ir_constant *uniform_block = ir->operands[0]->as_constant();
+ ir_constant *const_uniform_block = ir->operands[0]->as_constant();
ir_constant *const_offset = ir->operands[1]->as_constant();
- fs_reg surf_index = fs_reg(prog_data->base.binding_table.ubo_start +
- uniform_block->value.u[0]);
+ fs_reg surf_index;
+
+ if (const_uniform_block) {
+ /* The block index is a constant, so just emit the binding table entry
+ * as an immediate.
+ */
+ surf_index = fs_reg(prog_data->base.binding_table.ubo_start +
+ const_uniform_block->value.u[0]);
+ } else {
+ /* The block index is not a constant. Evaluate the index expression
+ * per-channel and add the base UBO index; the generator will select
+ * a value from any live channel.
+ */
+ surf_index = fs_reg(this, glsl_type::uint_type);
+ emit(ADD(surf_index, op[0],
+ fs_reg(prog_data->base.binding_table.ubo_start)))
+ ->force_writemask_all = true;
+
+ /* Assume this may touch any UBO. It would be nice to provide
+ * a tighter bound, but the array information is already lowered away.
+ */
+ brw_mark_surface_used(&prog_data->base,
+ prog_data->base.binding_table.ubo_start +
+ shader_prog->NumUniformBlocks - 1);
+ }
+
if (const_offset) {
fs_reg packed_consts = fs_reg(this, glsl_type::float_type);
packed_consts.type = result.type;