anv/apply_pipeline_layout: Multiply uniform sizes by 4
This is because uniforms are now in terms of bytes everywhere.
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@@ -284,7 +284,7 @@ anv_nir_apply_pipeline_layout(nir_shader *shader,
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var->data.binding, &state);
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var->data.driver_location = shader->num_uniforms +
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image_index * BRW_IMAGE_PARAM_SIZE;
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image_index * BRW_IMAGE_PARAM_SIZE * 4;
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}
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}
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@@ -310,7 +310,7 @@ anv_nir_apply_pipeline_layout(nir_shader *shader,
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}
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shader->num_uniforms += layout->stage[shader->stage].image_count *
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BRW_IMAGE_PARAM_SIZE;
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BRW_IMAGE_PARAM_SIZE * 4;
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}
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return state.progress;
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