summaryrefslogtreecommitdiffstats
path: root/src/compiler/glsl
diff options
context:
space:
mode:
authorTimothy Arceri <[email protected]>2016-11-09 13:35:11 +1100
committerTimothy Arceri <[email protected]>2017-01-09 15:27:35 +1100
commitae632afe4fd860f016d2e5b360d66dc4e72ce72a (patch)
tree1d64fb52cbc54e1de3e78d66854964ccafc13ab9 /src/compiler/glsl
parent4b30011d34bff039b84f6cd14bf58ea691f549eb (diff)
st/mesa/glsl: set num_images directly in shader_info
This change also removes the now duplicate NumImages field. Reviewed-by: Nicolai Hähnle <[email protected]>
Diffstat (limited to 'src/compiler/glsl')
-rw-r--r--src/compiler/glsl/link_uniforms.cpp2
-rw-r--r--src/compiler/glsl/linker.cpp7
2 files changed, 5 insertions, 4 deletions
diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp
index 57a7db41ff4..86711e22822 100644
--- a/src/compiler/glsl/link_uniforms.cpp
+++ b/src/compiler/glsl/link_uniforms.cpp
@@ -1318,7 +1318,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
}
sh->Program->info.num_textures = uniform_size.num_shader_samplers;
- sh->NumImages = uniform_size.num_shader_images;
+ sh->Program->info.num_images = uniform_size.num_shader_images;
sh->num_uniform_components = uniform_size.num_shader_uniform_components;
sh->num_combined_uniform_components = sh->num_uniform_components;
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index bf902bd862a..d187b66ab53 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -3220,12 +3220,13 @@ check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
if (sh) {
- if (sh->NumImages > ctx->Const.Program[i].MaxImageUniforms)
+ if (sh->Program->info.num_images > ctx->Const.Program[i].MaxImageUniforms)
linker_error(prog, "Too many %s shader image uniforms (%u > %u)\n",
- _mesa_shader_stage_to_string(i), sh->NumImages,
+ _mesa_shader_stage_to_string(i),
+ sh->Program->info.num_images,
ctx->Const.Program[i].MaxImageUniforms);
- total_image_units += sh->NumImages;
+ total_image_units += sh->Program->info.num_images;
total_shader_storage_blocks += sh->Program->info.num_ssbos;
if (i == MESA_SHADER_FRAGMENT) {