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authorKenneth Graunke <[email protected]>2019-02-06 02:05:01 -0800
committerKenneth Graunke <[email protected]>2019-02-11 21:34:28 -0800
commit529a0711c1d07c109f83286583ed359a890f5a75 (patch)
tree6399fae14d4fe409a04866b057163cfa6ff74118 /src/compiler/glsl/gl_nir_lower_samplers_as_deref.c
parentd34e434989ec8e8ca780421f6909cfd796573520 (diff)
glsl: Don't look at sampler uniform storage for internal vars
Passes like nir_lower_drawpixels add additional sampler variables, and set an explicit binding which never changes. These extra samplers don't have proper uniform storage associated with them, and there is no way to update bindings via the API. So, for any 'hidden' variables, just trust that there's an explicit binding set. Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src/compiler/glsl/gl_nir_lower_samplers_as_deref.c')
-rw-r--r--src/compiler/glsl/gl_nir_lower_samplers_as_deref.c8
1 files changed, 5 insertions, 3 deletions
diff --git a/src/compiler/glsl/gl_nir_lower_samplers_as_deref.c b/src/compiler/glsl/gl_nir_lower_samplers_as_deref.c
index cd7e8e39fc9..c8f17ef9aaa 100644
--- a/src/compiler/glsl/gl_nir_lower_samplers_as_deref.c
+++ b/src/compiler/glsl/gl_nir_lower_samplers_as_deref.c
@@ -147,16 +147,18 @@ lower_deref(nir_builder *b, struct lower_samplers_as_deref_state *state,
remove_struct_derefs_prep(path.path, &name, &location, &type);
- if (state->shader_program) {
+ if (state->shader_program && var->data.how_declared != nir_var_hidden) {
/* For GLSL programs, look up the bindings in the uniform storage. */
assert(location < state->shader_program->data->NumUniformStorage &&
state->shader_program->data->UniformStorage[location].opaque[stage].active);
binding = state->shader_program->data->UniformStorage[location].opaque[stage].index;
} else {
- /* For ARB programs or built-in shaders, assume that whoever created
- * the shader set the bindings correctly already.
+ /* For ARB programs, built-in shaders, or internally generated sampler
+ * variables in GLSL programs, assume that whoever created the shader
+ * set the bindings correctly already.
*/
+ assert(var->data.explicit_binding);
binding = var->data.binding;
}