diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp index ef124111991..aa96227a7e1 100644 --- a/src/compiler/glsl/link_uniforms.cpp +++ b/src/compiler/glsl/link_uniforms.cpp @@ -522,8 +522,10 @@ public: prog->data->ShaderStorageBlocks : prog->data->UniformBlocks; unsigned num_blks = var->is_in_shader_storage_block() ? prog->data->NumShaderStorageBlocks : prog->data->NumUniformBlocks; + bool is_interface_array = + var->is_interface_instance() && var->type->is_array(); - if (var->is_interface_instance() && var->type->is_array()) { + if (is_interface_array) { unsigned l = strlen(var->get_interface_type()->name); for (unsigned i = 0; i < num_blks; i++) { @@ -544,8 +546,22 @@ public: assert(buffer_block_index != -1); if (var->is_in_shader_storage_block() && - !var->data.memory_read_only) - shader_storage_blocks_write_access |= 1 << buffer_block_index; + !var->data.memory_read_only) { + unsigned array_size = is_interface_array ? + var->type->array_size() : 1; + + STATIC_ASSERT(MAX_SHADER_STORAGE_BUFFERS <= 32); + + /* Shaders that use too many SSBOs will fail to compile, which + * we don't care about. + * + * This is true for shaders that do not use too many SSBOs: + */ + if (buffer_block_index + array_size <= 32) { + shader_storage_blocks_write_access |= + u_bit_consecutive(buffer_block_index, array_size); + } + } /* Uniform blocks that were specified with an instance name must be * handled a little bit differently. The name of the variable is the