shader->info.num_textures = 0;
shader->info.num_images = 0;
shader->info.image_buffers = 0;
- shader->info.last_msaa_image = -1;
+ shader->info.msaa_images = 0;
nir_foreach_variable(var, &shader->uniforms) {
/* Bindless textures and images don't use non-bindless slots.
shader->info.image_buffers |=
BITFIELD_RANGE(shader->info.num_images, num_image_slots);
}
+ if (glsl_get_sampler_dim(image_type) == GLSL_SAMPLER_DIM_MS) {
+ shader->info.msaa_images |=
+ BITFIELD_RANGE(shader->info.num_images, num_image_slots);
+ }
shader->info.num_images += num_image_slots;
}
-
- /* Assuming image slots don't have holes (e.g. OpenGL) */
- if (glsl_type_is_image(var->type) &&
- glsl_get_sampler_dim(var->type) == GLSL_SAMPLER_DIM_MS)
- shader->info.last_msaa_image = shader->info.num_images - 1;
}
shader->info.inputs_read = 0;