glsl: ignore buffer variables when counting uniform components

Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
This commit is contained in:
Samuel Iglesias Gonsalvez 2015-05-15 12:26:42 +02:00
parent 138e4ae8ae
commit eb9a9b62b1

View file

@ -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;
}
}
}