nir_find_inlinable_uniforms(nir_shader *shader)
{
uint32_t uni_offsets[MAX_INLINABLE_UNIFORMS];
- uint8_t num_offsets = 0;
+ uint8_t num_offsets[MAX_NUM_BO] = {0};
nir_foreach_function_impl(impl, shader) {
nir_metadata_require(impl, nir_metadata_loop_analysis,
nir_var_all, false);
foreach_list_typed(nir_cf_node, node, node, &impl->body)
- process_node(node, NULL, uni_offsets, &num_offsets);
+ process_node(node, NULL, uni_offsets, num_offsets);
}
- for (int i = 0; i < num_offsets; i++)
+ for (int i = 0; i < num_offsets[0]; i++)
shader->info.inlinable_uniform_dw_offsets[i] = uni_offsets[i] / 4;
- shader->info.num_inlinable_uniforms = num_offsets;
+ shader->info.num_inlinable_uniforms = num_offsets[0];
}
void