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authorSamuel Iglesias Gonsalvez <siglesias@igalia.com>2015-05-15 12:26:42 +0200
committerSamuel Iglesias Gonsalvez <siglesias@igalia.com>2015-07-09 12:53:52 +0200
commit66201ecc00157bb154a49215eb0d11ee863f950f (patch)
treed92d801d16993fffa07587f38110f727e1c9353b
parent9d6ff52cf96ae59bab9d65492f924a784252ab61 (diff)
glsl: ignore buffer variables when counting uniform components
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
-rw-r--r--src/glsl/link_uniforms.cpp15
1 files changed, 10 insertions, 5 deletions
diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
index 131e76c610..eefe7dc132 100644
--- a/src/glsl/link_uniforms.cpp
+++ b/src/glsl/link_uniforms.cpp
@@ -290,7 +290,7 @@ public:
count_uniform_size(struct string_to_uint_map *map)
: num_active_uniforms(0), num_values(0), num_shader_samplers(0),
num_shader_images(0), num_shader_uniform_components(0),
- is_ubo_var(false), map(map)
+ is_ubo_var(false), is_shader_storage(false), map(map)
{
/* empty */
}
@@ -305,6 +305,7 @@ public:
void process(ir_variable *var)
{
this->is_ubo_var = var->is_in_buffer_block();
+ this->is_shader_storage = var->is_in_shader_storage_block();
if (var->is_interface_instance())
program_resource_visitor::process(var->get_interface_type(),
var->get_interface_type()->name);
@@ -338,6 +339,7 @@ public:
unsigned num_shader_uniform_components;
bool is_ubo_var;
+ bool is_shader_storage;
private:
virtual void visit_field(const glsl_type *type, const char *name,
@@ -364,13 +366,14 @@ private:
* components in the default block. The spec allows image
* uniforms to use up no more than one scalar slot.
*/
- this->num_shader_uniform_components += values;
+ if(!is_shader_storage)
+ this->num_shader_uniform_components += values;
} else {
/* Accumulate the total number of uniform slots used by this shader.
* Note that samplers do not count against this limit because they
* don't use any storage on current hardware.
*/
- if (!is_ubo_var)
+ if (!is_ubo_var && !is_shader_storage)
this->num_shader_uniform_components += values;
}
@@ -963,8 +966,10 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
sh->num_combined_uniform_components = sh->num_uniform_components;
for (unsigned i = 0; i < sh->NumUniformBlocks; i++) {
- sh->num_combined_uniform_components +=
- sh->UniformBlocks[i].UniformBufferSize / 4;
+ if (!sh->UniformBlocks[i].IsShaderStorage) {
+ sh->num_combined_uniform_components +=
+ sh->UniformBlocks[i].UniformBufferSize / 4;
+ }
}
}