inst->src[i].reg_offset = 0;
}
}
-
- /* Update that everything is now vector-sized. */
- for (int i = 0; i < this->uniforms; i++) {
- this->uniform_size[i] = 1;
- }
}
void
* push constants.
*/
for (int src = 0; src < uniforms; src++) {
- assert(src < uniform_array_size);
int size = chans_used[src];
if (size == 0)
dst_reg temp = dst_reg(this, glsl_type::vec4_type);
emit_pull_constant_load(block, inst, temp, inst->src[i],
- pull_constant_loc[uniform]);
+ pull_constant_loc[uniform], src_reg());
inst->src[i].file = temp.file;
inst->src[i].nr = temp.nr;
* matter what, or the GPU would hang.
*/
if (devinfo->gen < 6 && this->uniforms == 0) {
- assert(this->uniforms < this->uniform_array_size);
-
stage_prog_data->param =
reralloc(NULL, stage_prog_data->param, const gl_constant_value *, 4);
for (unsigned int i = 0; i < 4; i++) {