It confuses radeonsi.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
shader->info.num_textures = 0;
shader->info.num_images = 0;
nir_foreach_variable(var, &shader->uniforms) {
shader->info.num_textures = 0;
shader->info.num_images = 0;
nir_foreach_variable(var, &shader->uniforms) {
+ /* Bindless textures and images don't use non-bindless slots. */
+ if (var->data.bindless)
+ continue;
+
shader->info.num_textures += glsl_type_get_sampler_count(var->type);
shader->info.num_images += glsl_type_get_image_count(var->type);
}
shader->info.num_textures += glsl_type_get_sampler_count(var->type);
shader->info.num_images += glsl_type_get_image_count(var->type);
}