shader->info.num_textures = 0;
shader->info.num_images = 0;
shader->info.image_buffers = 0;
- shader->info.last_msaa_image = -1;
+ shader->info.msaa_images = 0;
nir_foreach_variable(var, &shader->uniforms) {
/* Bindless textures and images don't use non-bindless slots.
shader->info.image_buffers |=
BITFIELD_RANGE(shader->info.num_images, num_image_slots);
}
+ if (glsl_get_sampler_dim(image_type) == GLSL_SAMPLER_DIM_MS) {
+ shader->info.msaa_images |=
+ BITFIELD_RANGE(shader->info.num_images, num_image_slots);
+ }
shader->info.num_images += num_image_slots;
}
-
- /* Assuming image slots don't have holes (e.g. OpenGL) */
- if (glsl_type_is_image(var->type) &&
- glsl_get_sampler_dim(var->type) == GLSL_SAMPLER_DIM_MS)
- shader->info.last_msaa_image = shader->info.num_images - 1;
}
shader->info.inputs_read = 0;
uint8_t num_ssbos;
/* Number of images used by this shader */
uint8_t num_images;
- /* Index of the last MSAA image. */
- int8_t last_msaa_image;
/* Which inputs are actually read */
uint64_t inputs_read;
uint32_t images_used;
/** Bitfield of which images are buffers. */
uint32_t image_buffers;
+ /** Bitfield of which images are MSAA. */
+ uint32_t msaa_images;
/* SPV_KHR_float_controls: execution mode for floating point ops */
uint16_t float_controls_execution_mode;
nir->info.num_images = c->num_images;
nir->info.num_textures = c->num_samplers;
- nir->info.last_msaa_image = c->num_msaa_images - 1;
nir_validate_shader(nir, "TTN: after all optimizations");
}
if (nir->num_uniforms > 0)
info->const_buffers_declared |= 1;
info->images_declared = u_bit_consecutive(0, nir->info.num_images);
- info->msaa_images_declared = u_bit_consecutive(0, nir->info.last_msaa_image + 1);
+ info->msaa_images_declared = nir->info.msaa_images;
info->samplers_declared = nir->info.textures_used;
info->num_written_clipdistance = nir->info.clip_distance_array_size;