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glsl: set the correct number of images in a shader
author
Timothy Arceri
<tarceri@itsqueeze.com>
Thu, 27 Feb 2020 22:53:51 +0000
(09:53 +1100)
committer
Marge Bot
<eric+marge@anholt.net>
Fri, 28 Feb 2020 23:48:46 +0000
(23:48 +0000)
Reviewed-by: Alejandro PiƱeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3992>
src/compiler/glsl/gl_nir_link_uniforms.c
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diff --git
a/src/compiler/glsl/gl_nir_link_uniforms.c
b/src/compiler/glsl/gl_nir_link_uniforms.c
index fea54083335280631f0d3a95b5b75010cf3bd77e..7196d8b2c1fca2ddc7bfb95afc66fd15906c9fd1 100644
(file)
--- a/
src/compiler/glsl/gl_nir_link_uniforms.c
+++ b/
src/compiler/glsl/gl_nir_link_uniforms.c
@@
-636,7
+636,10
@@
nir_link_uniform(struct gl_context *ctx,
int image_index = state->next_image_index;
state->next_image_index += entries;
- state->num_shader_images++;
+ /* Images (bound or bindless) are counted as two components as
+ * specified by ARB_bindless_texture.
+ */
+ state->num_shader_images += values / 2;
uniform->opaque[stage].active = true;
uniform->opaque[stage].index = image_index;