>>
>> Well, it's not just a NIR thing  --  GLSL IR also effectively treats
>> subroutines as integers. Actually, I wonder why the
>> glsl_type::is_vector_or_scalar() doesn't return true for subroutine
>> types in the first place.
>
> For that matter, why do we have a special subroutine type at all?  Why
> doesn't the GLSL lowering pass create regular uint uniforms?  I don't
> know.

I'm not sure what reasoning I had at the time.

It is probably something to do with how Mesa and GLSL IR are tied togetther for
uniforms and requiring an extra type for it to make sense at the API level.

Dave.
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