Fixed crash using uniforms as indices

Uniforms can now legally be used as indices in
OpenGL ES 3.0, so they now have to be handled
properly in the dynamic indexing analysis.

Change-Id: I971aa55edcbc73796c30e0acc99156b513a78b80
Reviewed-on: https://swiftshader-review.googlesource.com/3550
Tested-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
diff --git a/src/Shader/Shader.cpp b/src/Shader/Shader.cpp
index e2f6765..3be4a34 100644
--- a/src/Shader/Shader.cpp
+++ b/src/Shader/Shader.cpp
@@ -1785,7 +1785,8 @@
 		{
 			if(instruction[i]->dst.rel.type == PARAMETER_ADDR ||
 			   instruction[i]->dst.rel.type == PARAMETER_LOOP ||
-			   instruction[i]->dst.rel.type == PARAMETER_TEMP)
+			   instruction[i]->dst.rel.type == PARAMETER_TEMP ||
+			   instruction[i]->dst.rel.type == PARAMETER_CONST)
 			{
 				switch(instruction[i]->dst.type)
 				{
@@ -1799,7 +1800,8 @@
 			{
 				if(instruction[i]->src[j].rel.type == PARAMETER_ADDR ||
 				   instruction[i]->src[j].rel.type == PARAMETER_LOOP ||
-				   instruction[i]->src[j].rel.type == PARAMETER_TEMP)
+				   instruction[i]->src[j].rel.type == PARAMETER_TEMP ||
+				   instruction[i]->src[j].rel.type == PARAMETER_CONST)
 				{
 					switch(instruction[i]->src[j].type)
 					{