We already have a count of active SSBOs per stage so use it.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
ctx->Const.Program[i].MaxImageUniforms);
total_image_units += sh->NumImages;
-
- for (unsigned j = 0; j < prog->NumBufferInterfaceBlocks; j++) {
- int stage_index = prog->InterfaceBlockStageIndex[i][j];
- if (stage_index != -1 &&
- sh->BufferInterfaceBlocks[stage_index]->IsShaderStorage)
- total_shader_storage_blocks++;
- }
+ total_shader_storage_blocks += sh->NumShaderStorageBlocks;
if (i == MESA_SHADER_FRAGMENT) {
foreach_in_list(ir_instruction, node, sh->ir) {