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author | Caio Marcelo de Oliveira Filho <[email protected]> | 2019-02-26 22:29:27 -0800 |
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committer | Caio Marcelo de Oliveira Filho <[email protected]> | 2019-02-27 22:18:24 -0800 |
commit | 6a553bedcc1093d899944022739578106eca2f30 (patch) | |
tree | 9e1bf4b3cb765e35fbb40fd55296d01fddc0d9d8 /src/mesa/state_tracker/st_pbo.c | |
parent | b344e32cdf7064a1f2ff7ef37027edda6589404f (diff) |
st/nir: count num_uniforms for FS bultin shader
Usually the uniforms will be assigned locations and have their slots
counted automatically, but for builtin shaders the location assignment
is manual. So count them too otherwise we get num_uniforms == 0.
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/mesa/state_tracker/st_pbo.c')
-rw-r--r-- | src/mesa/state_tracker/st_pbo.c | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/src/mesa/state_tracker/st_pbo.c b/src/mesa/state_tracker/st_pbo.c index 9b3628c0ddb..ddea8ec29e1 100644 --- a/src/mesa/state_tracker/st_pbo.c +++ b/src/mesa/state_tracker/st_pbo.c @@ -447,6 +447,7 @@ create_fs_nir(struct st_context *st, /* param = [ -xoffset + skip_pixels, -yoffset, stride, image_height ] */ nir_variable *param_var = nir_variable_create(b.shader, nir_var_uniform, glsl_vec4_type(), "param"); + b.shader->num_uniforms += 4; nir_ssa_def *param = nir_load_var(&b, param_var); nir_variable *fragcoord = @@ -496,6 +497,7 @@ create_fs_nir(struct st_context *st, nir_variable *layer_offset_var = nir_variable_create(b.shader, nir_var_uniform, glsl_int_type(), "layer_offset"); + b.shader->num_uniforms += 1; layer_offset_var->data.driver_location = 4; nir_ssa_def *layer_offset = nir_load_var(&b, layer_offset_var); |