Normally the value is an immediate, which is moved to some temporary, so
there's no problem. In the case of a non-constant offset (as allowed by
ARB_gpu_shader5), we have to take care to copy it first before using it
to build up the bits.
This fixes a compilation error observed in F1 2015.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Cc: mesa-stable@lists.freedesktop.org
// Either there is 1 offset, which goes into the 2 low bytes of the
// first source, or there are 4 offsets, which go into 2 sources (8
// values, 1 byte each).
- Value *offs[2] = {NULL, NULL};
+ Value *offs[2] = {bld.getScratch(), bld.getScratch()};
for (n = 0; n < i->tex.useOffsets; n++) {
for (c = 0; c < 2; ++c) {
if ((n % 2) == 0 && c == 0)
- offs[n / 2] = i->offset[n][c].get();
+ bld.mkMov(offs[n / 2], i->offset[n][c].get());
else
bld.mkOp3(OP_INSBF, TYPE_U32,
offs[n / 2],