var->data.binding, &state);
var->data.driver_location = shader->num_uniforms +
- image_index * BRW_IMAGE_PARAM_SIZE;
+ image_index * BRW_IMAGE_PARAM_SIZE * 4;
}
}
}
shader->num_uniforms += layout->stage[shader->stage].image_count *
- BRW_IMAGE_PARAM_SIZE;
+ BRW_IMAGE_PARAM_SIZE * 4;
}
return state.progress;