v3d_unit_data_create(0, const_offset));
const_offset = 0;
} else if (instr->intrinsic == nir_intrinsic_load_ubo) {
- uint32_t index = nir_src_as_uint(instr->src[0]) + 1;
- /* Note that QUNIFORM_UBO_ADDR takes a UBO index shifted up by
- * 1 (0 is gallium's constant buffer 0).
- */
+ uint32_t index = nir_src_as_uint(instr->src[0]);
+ /* On OpenGL QUNIFORM_UBO_ADDR takes a UBO index
+ * shifted up by 1 (0 is gallium's constant buffer 0).
+ */
+ if (c->key->environment == V3D_ENVIRONMENT_OPENGL)
+ index++;
+
base_offset =
vir_uniform(c, QUNIFORM_UBO_ADDR,
v3d_unit_data_create(index, const_offset));
return slot.slot_and_component & 3;
}
+enum v3d_execution_environment {
+ V3D_ENVIRONMENT_OPENGL = 0,
+ V3D_ENVIRONMENT_VULKAN,
+};
+
struct v3d_key {
void *shader_state;
struct {
uint8_t num_tex_used;
uint8_t ucp_enables;
bool is_last_geometry_stage;
+
+ enum v3d_execution_environment environment;
};
struct v3d_fs_key {
v3d_nir_lower_uniform(struct v3d_compile *c, nir_builder *b,
nir_intrinsic_instr *intr)
{
+ /* On SPIR-V/Vulkan we are already getting our offsets in
+ * bytes.
+ */
+ if (c->key->environment == V3D_ENVIRONMENT_VULKAN)
+ return;
+
b->cursor = nir_before_instr(&intr->instr);
nir_intrinsic_set_base(intr, nir_intrinsic_base(intr) * 16);
* revisited based on all the clip related extensions available.
*/
key->ucp_enables = 0;
+
+ key->environment = V3D_ENVIRONMENT_VULKAN;
}
/* FIXME: anv maps to hw primitive type. Perhaps eventually we would do the