uint32_t src_offset = *(uint32_t *)(pkt_u + o);
uint32_t *texture_handles_u;
void *uniform_data_u;
- uint32_t tex;
+ uint32_t tex, uni;
*(uint32_t *)(pkt_v + o) = bo[i]->paddr + src_offset;
}
}
+ /* Fill in the uniform slots that need this shader's
+ * start-of-uniforms address (used for resetting the uniform
+ * stream in the presence of control flow).
+ */
+ for (uni = 0;
+ uni < validated_shader->num_uniform_addr_offsets;
+ uni++) {
+ uint32_t o = validated_shader->uniform_addr_offsets[uni];
+ ((uint32_t *)exec->uniforms_v)[o] = exec->uniforms_p;
+ }
+
*(uint32_t *)(pkt_v + o + 4) = exec->uniforms_p;
exec->uniforms_u += validated_shader->uniforms_src_size;