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glsl: set the correct number of samplers in a shader
author
Timothy Arceri
<tarceri@itsqueeze.com>
Thu, 20 Feb 2020 22:34:26 +0000
(09:34 +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 1a09843454cbeb5aa55d43b8ed25861f6498872d..fea54083335280631f0d3a95b5b75010cf3bd77e 100644
(file)
--- a/
src/compiler/glsl/gl_nir_link_uniforms.c
+++ b/
src/compiler/glsl/gl_nir_link_uniforms.c
@@
-607,7
+607,10
@@
nir_link_uniform(struct gl_context *ctx,
int sampler_index =
get_next_index(state, uniform, &state->next_sampler_index);
- state->num_shader_samplers++;
+ /* Samplers (bound or bindless) are counted as two components as
+ * specified by ARB_bindless_texture.
+ */
+ state->num_shader_samplers += values / 2;
uniform->opaque[stage].active = true;
uniform->opaque[stage].index = sampler_index;