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authorSamuel Iglesias Gonsalvez <[email protected]>2015-05-15 12:26:42 +0200
committerSamuel Iglesias Gonsalvez <[email protected]>2015-09-25 08:39:22 +0200
commiteb9a9b62b17d00f6536357a4de254899ae4ed2c7 (patch)
tree832244be6b53a19e332d64cf7658ea63fd77e794 /src/glsl/link_uniforms.cpp
parent138e4ae8aee3c13e83c732ba0f6d705e8001050c (diff)
glsl: ignore buffer variables when counting uniform components
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]> Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Kristian Høgsberg <[email protected]>
Diffstat (limited to 'src/glsl/link_uniforms.cpp')
-rw-r--r--src/glsl/link_uniforms.cpp16
1 files changed, 11 insertions, 5 deletions
diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
index 7d6b51de06d..50a80732d73 100644
--- a/src/glsl/link_uniforms.cpp
+++ b/src/glsl/link_uniforms.cpp
@@ -322,7 +322,8 @@ public:
: num_active_uniforms(0), num_hidden_uniforms(0), num_values(0),
num_shader_samplers(0), num_shader_images(0),
num_shader_uniform_components(0), num_shader_subroutines(0),
- is_ubo_var(false), map(map), hidden_map(hidden_map)
+ is_ubo_var(false), is_shader_storage(false), map(map),
+ hidden_map(hidden_map)
{
/* empty */
}
@@ -339,6 +340,7 @@ public:
{
this->current_var = 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);
@@ -379,6 +381,7 @@ public:
unsigned num_shader_subroutines;
bool is_ubo_var;
+ bool is_shader_storage;
struct string_to_uint_map *map;
@@ -409,13 +412,14 @@ 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;
}
@@ -1118,8 +1122,10 @@ 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;
+ }
}
}