Mesa (master): glsl: set the correct number of samplers in a shader
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Sat Feb 29 00:30:28 UTC 2020
Module: Mesa
Branch: master
Commit: b232a54df11cf6864e344b08f77c0dab5ddf0baf
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=b232a54df11cf6864e344b08f77c0dab5ddf0baf
Author: Timothy Arceri <tarceri at itsqueeze.com>
Date: Fri Feb 21 09:34:26 2020 +1100
glsl: set the correct number of samplers in a shader
Reviewed-by: Alejandro Piñeiro <apinheiro at igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3992>
---
src/compiler/glsl/gl_nir_link_uniforms.c | 5 ++++-
1 file changed, 4 insertions(+), 1 deletion(-)
diff --git a/src/compiler/glsl/gl_nir_link_uniforms.c b/src/compiler/glsl/gl_nir_link_uniforms.c
index 1a09843454c..fea54083335 100644
--- 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;
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