We use the same dirty state for SSBOs and UBOs because they share the
same infrastructure.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
ctx->DriverFlags.NewTransformFeedbackProg = BRW_NEW_TRANSFORM_FEEDBACK;
ctx->DriverFlags.NewRasterizerDiscard = BRW_NEW_RASTERIZER_DISCARD;
ctx->DriverFlags.NewUniformBuffer = BRW_NEW_UNIFORM_BUFFER;
+ ctx->DriverFlags.NewShaderStorageBuffer = BRW_NEW_UNIFORM_BUFFER;
ctx->DriverFlags.NewTextureBuffer = BRW_NEW_TEXTURE_BUFFER;
ctx->DriverFlags.NewAtomicBuffer = BRW_NEW_ATOMIC_BUFFER;
ctx->DriverFlags.NewImageUnits = BRW_NEW_IMAGE_UNITS;
*/
if (intel_obj->Base.UsageHistory & USAGE_UNIFORM_BUFFER)
brw->ctx.NewDriverState |= BRW_NEW_UNIFORM_BUFFER;
+ if (intel_obj->Base.UsageHistory & USAGE_SHADER_STORAGE_BUFFER)
+ brw->ctx.NewDriverState |= BRW_NEW_UNIFORM_BUFFER;
if (intel_obj->Base.UsageHistory & USAGE_TEXTURE_BUFFER)
brw->ctx.NewDriverState |= BRW_NEW_TEXTURE_BUFFER;
if (intel_obj->Base.UsageHistory & USAGE_ATOMIC_COUNTER_BUFFER)