state->shader_shadow_samplers |= shadow << i;
}
}
-
- state->num_values += values;
} else if (glsl_type_is_image(type_no_array)) {
/* @FIXME: image_index should match that of the same image
* uniform in other shaders. This means we need to match image
stage_program->sh.ImageAccess[i] = access;
}
- if (!uniform->is_shader_storage) {
+ if (!uniform->is_shader_storage)
state->num_shader_uniform_components += values;
- state->num_values += values;
- }
} else {
if (glsl_get_base_type(type_no_array) == GLSL_TYPE_SUBROUTINE) {
uniform->opaque[stage].index = state->next_subroutine;
state->next_subroutine += MAX2(1, uniform->array_elements);
}
- if (!state->var_is_in_block && !is_gl_identifier(uniform->name)) {
+ if (!state->var_is_in_block)
state->num_shader_uniform_components += values;
- state->num_values += values;
- }
}
if (uniform->remap_location != UNMAPPED_UNIFORM_LOC &&
(prog->data->NumUniformStorage - 1));
}
+ if (!is_gl_identifier(uniform->name) && !uniform->is_shader_storage &&
+ !state->var_is_in_block)
+ state->num_values += values;
+
return MAX2(uniform->array_elements, 1);
}
}