Jesse Natalie 33735585a9 d3d12: Lower uniforms to UBO by nir options
Ubo0 is tricky. It exists if there were any uniforms when
lower_uniforms_to_ubo was run. If we try to run that ourselves,
it might be too late and DCE/remove_dead_variables might've been run,
which removed the uniforms and their accesses, without decrementing
num_uniforms. So we have no good way of knowing whether to declare
ubos from [0, N] or [1, N]. In practice this probably doesn't make
much of a difference but the logic is there so ¯\_(ツ)_/¯

If we use the nir option, then dead code isn't run, and num_uniforms
is a true indicator of whether ubo0 exists or not.

Note that this means we are no longer running this pass for internal
shaders that don't come from the GLSL compiler, so various places are
updated to query the nir info bit that's set by running this pass.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28535>
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`Mesa <https://mesa3d.org>`_ - The 3D Graphics Library
======================================================


Source
------

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Other repositories are likely forks, and code found there is not supported.


Build & install
---------------

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Meson (`docs/meson.rst <https://mesa3d.org/meson.html>`_):

.. code-block:: sh

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  $ cd build
  $ meson ..
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