From eec1d5f8011a802a38800afcb9d356e21cc3909a Mon Sep 17 00:00:00 2001 From: =?utf8?q?Alejandro=20Pi=C3=B1eiro?= Date: Mon, 12 Feb 2018 15:50:18 +0100 Subject: [PATCH] nir/linker: fill is_shader_storage for uniforms Reviewed-by: Timothy Arceri --- src/compiler/glsl/gl_nir_link_uniforms.c | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/src/compiler/glsl/gl_nir_link_uniforms.c b/src/compiler/glsl/gl_nir_link_uniforms.c index e4924df0d03..0f8911b5b81 100644 --- a/src/compiler/glsl/gl_nir_link_uniforms.c +++ b/src/compiler/glsl/gl_nir_link_uniforms.c @@ -369,6 +369,8 @@ nir_link_uniform(struct gl_context *ctx, if (uniform->hidden) state->num_hidden_uniforms++; + uniform->is_shader_storage = nir_variable_is_in_ssbo(state->current_var); + /* @FIXME: the initialization of the following will be done as we * implement support for their specific features, like SSBO, atomics, * etc. @@ -379,7 +381,6 @@ nir_link_uniform(struct gl_context *ctx, uniform->array_stride = -1; uniform->row_major = false; uniform->builtin = false; - uniform->is_shader_storage = false; uniform->atomic_buffer_index = -1; uniform->top_level_array_size = 0; uniform->top_level_array_stride = 0; -- 2.30.2