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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Implement a NIR -> vec4 pass"
href="https://bugs.freedesktop.org/show_bug.cgi?id=89580#c14">Comment # 14</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Implement a NIR -> vec4 pass"
href="https://bugs.freedesktop.org/show_bug.cgi?id=89580">bug 89580</a>
from <span class="vcard"><a class="email" href="mailto:elima@igalia.com" title="Eduardo Lima Mitev <elima@igalia.com>"> <span class="fn">Eduardo Lima Mitev</span></a>
</span></b>
<pre>(In reply to Kenneth Graunke from <a href="show_bug.cgi?id=89580#c13">comment #13</a>)
<span class="quote">> Yeah, that definitely looks bizarre - but I think it's expected.
>
> Fixed-function vertex programs and ARB programs go through prog_to_nir.c
> (the Mesa IR -> NIR translator), which generates load_uniform intrinsics
> directly, instead of creating uniform variables then having nir_lower_io
> lower variable access to intrinsics. It just sets nir->num_uniforms
> directly, and brw_nir.c skips the part that inspects uniform variables when
> dealing with FF/ARB programs.
>
> /* Set the number of uniforms */
> shader->num_uniforms = 4 * c->prog->Parameters->NumParameters;
> </span >
Thanks Jason and Kenneth! I managed to fix my implementation based on your
comments.
Just for the sake of clarity, I wonder if it is worth "fixing" the
inconsistency in nir_shader for these cases, perhaps injecting the missing
declarations or something like that. Dunno, probably not.</pre>
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