[Mesa-dev] [PATCH] glsl: fix shader_storage_blocks_write_access for SSBO block arrays

Marek Olšák maraeo at gmail.com
Mon Apr 8 21:21:26 UTC 2019


From: Marek Olšák <marek.olsak at amd.com>

CTS: GL45-CTS.compute_shader.resources-max

Fixes: 4e1e8f684bf "glsl: remember which SSBOs are not read-only and pass it to gallium"
---
 src/compiler/glsl/link_uniforms.cpp | 8 ++++++--
 1 file changed, 6 insertions(+), 2 deletions(-)

diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp
index ef124111991..bbd71593948 100644
--- a/src/compiler/glsl/link_uniforms.cpp
+++ b/src/compiler/glsl/link_uniforms.cpp
@@ -537,22 +537,26 @@ public:
             for (unsigned i = 0; i < num_blks; i++) {
                if (strcmp(var->get_interface_type()->name, blks[i].Name) == 0) {
                   buffer_block_index = i;
                   break;
                }
             }
          }
          assert(buffer_block_index != -1);
 
          if (var->is_in_shader_storage_block() &&
-             !var->data.memory_read_only)
-            shader_storage_blocks_write_access |= 1 << buffer_block_index;
+             !var->data.memory_read_only) {
+            shader_storage_blocks_write_access |=
+               u_bit_consecutive(buffer_block_index,
+                                 var->type->is_array() ?
+                                    var->type->array_size() : 1);
+         }
 
          /* Uniform blocks that were specified with an instance name must be
           * handled a little bit differently.  The name of the variable is the
           * name used to reference the uniform block instead of being the name
           * of a variable within the block.  Therefore, searching for the name
           * within the block will fail.
           */
          if (var->is_interface_instance()) {
             ubo_byte_offset = 0;
             process(var->get_interface_type(),
-- 
2.17.1



More information about the mesa-dev mailing list