[Mesa-dev] [PATCH v2 18/28] nir/linker: fill is_shader_storage for uniforms
Alejandro PiƱeiro
apinheiro at igalia.com
Thu Sep 27 09:51:57 UTC 2018
---
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 1a491dc2e5d..00995fb3f76 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;
--
2.14.1
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