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nir: Fix count when we didn't lower load_uniforms but did shift load_ubos.
The fixed commit was really nice in mostly fixing num_ubos to reflect the
shader after lowering, but for
dEQP-GLES31.functional.compute.basic.ubo_to_ssbo_single_invocation there
are no default uniforms and so we skipped the increment, even though we
shifted the block index up.
Fixes: 4777ee1a62 ("nir: Always create UBO variable when lowering uniforms to ubo")
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4992>
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1 changed files with 1 additions and 1 deletions
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@ -110,6 +110,7 @@ nir_lower_uniforms_to_ubo(nir_shader *shader, int multiplier)
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var->data.binding++;
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}
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}
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shader->info.num_ubos++;
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if (shader->num_uniforms > 0) {
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const struct glsl_type *type = glsl_array_type(glsl_vec4_type(),
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@ -126,7 +127,6 @@ nir_lower_uniforms_to_ubo(nir_shader *shader, int multiplier)
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ubo->interface_type =
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glsl_interface_type(&field, 1, GLSL_INTERFACE_PACKING_STD430,
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false, "__ubo0_interface");
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shader->info.num_ubos++;
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}
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}
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