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authorIago Toral Quiroga <[email protected]>2015-10-15 08:47:09 +0200
committerIago Toral Quiroga <[email protected]>2015-10-16 10:12:44 +0200
commitc8f5274b52682f4e1b767251b50f6191d8251079 (patch)
treee92836d390ad413a2b130e64578c83f1a6a63612 /src/glsl/nir
parentf534f331ca354bcb138e2b8f6d6d80147ee4a186 (diff)
nir: Get the number of SSBOs and UBOs right
Before d31f98a272e429d and 56e2bdbca36a20 we had a sigle index space for UBOs and SSBOs, so NumBufferInterfaceBlocks would contain the combined number of blocks, not just one kind. This means that for shader programs using both UBOs and SSBOs, we were setting num_ssbos and num_ubos to a larger number than we should. Since the above commits we have separate index spaces for each so we can just get the right numbers. Reviewed-by: Jason Ekstrand <[email protected]>
Diffstat (limited to 'src/glsl/nir')
-rw-r--r--src/glsl/nir/glsl_to_nir.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/glsl/nir/glsl_to_nir.cpp b/src/glsl/nir/glsl_to_nir.cpp
index 5aba8f80b6b..cf5bb9360c8 100644
--- a/src/glsl/nir/glsl_to_nir.cpp
+++ b/src/glsl/nir/glsl_to_nir.cpp
@@ -152,9 +152,9 @@ glsl_to_nir(const struct gl_shader_program *shader_prog,
shader->info.name = ralloc_asprintf(shader, "GLSL%d", shader_prog->Name);
shader->info.num_textures = num_textures;
- shader->info.num_ubos = sh->NumBufferInterfaceBlocks;
+ shader->info.num_ubos = sh->NumUniformBlocks;
shader->info.num_abos = shader_prog->NumAtomicBuffers;
- shader->info.num_ssbos = shader_prog->NumBufferInterfaceBlocks;
+ shader->info.num_ssbos = sh->NumShaderStorageBlocks;
shader->info.num_images = sh->NumImages;
shader->info.inputs_read = sh->Program->InputsRead;
shader->info.outputs_written = sh->Program->OutputsWritten;